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Showing papers on "Object-oriented design published in 2010"


Journal ArticleDOI
TL;DR: Sequence diagrams document the interoperability of the analysis classes for solving nonlinear finite-element equations, demonstrating that object composition with design patterns provides a general approach to developing and refactoring nonlinear infinite-element software.
Abstract: Object composition offers significant advantages over class inheritance to develop a flexible software architecture for finite-element analysis. Using this approach, separate classes encapsulate fu...

490 citations


Patent
05 Jan 2010
TL;DR: In this article, a first user input identifying a 2D object presented in a user interface can be detected, and a second user input including a 3D gesture input that includes a movement in proximity to a surface, and the 3D object can be presented in the user interface.
Abstract: Three-dimensional objects can be generated based on two-dimensional objects. A first user input identifying a 2D object presented in a user interface can be detected, and a second user input including a 3D gesture input that includes a movement in proximity to a surface can be detected. A 3D object can be generated based on the 2D object according to the first and second user inputs, and the 3D object can be presented in the user interface.

323 citations


Journal ArticleDOI
TL;DR: In this paper, a probabilistic framework for encoding the relationships between context and object properties is proposed, which can be used to reduce the search space by looking only in places in which the object is expected to be; this also increases performance, by rejecting patterns that look like the target but appear in unlikely places.
Abstract: Recognizing objects in images is an active area of research in computer vision. In the last two decades, there has been much progress and there are already object recognition systems operating in commercial products. However, most of the algorithms for detecting objects perform an exhaustive search across all locations and scales in the image comparing local image regions with an object model. That approach ignores the semantic structure of scenes and tries to solve the recognition problem by brute force. In the real world, objects tend to covary with other objects, providing a rich collection of contextual associations. These contextual associations can be used to reduce the search space by looking only in places in which the object is expected to be; this also increases performance, by rejecting patterns that look like the target but appear in unlikely places. Most modeling attempts so far have defined the context of an object in terms of other previously recognized objects. The drawback of this approach is that inferring the context becomes as difficult as detecting each object. An alternative view of context relies on using the entire scene information holistically. This approach is algorithmically attractive since it dispenses with the need for a prior step of individual object recognition. In this paper, we use a probabilistic framework for encoding the relationships between context and object properties and we show how an integrated system provides improved performance. We view this as a significant step toward general purpose machine vision systems.

147 citations


Journal ArticleDOI
TL;DR: The results suggest that the MOGA can help correct suboptimal class responsibility assignment decisions and perform far better than simpler alternative heuristics such as hill climbing and a single-objective GA.
Abstract: In the context of object-oriented analysis and design (OOAD), class responsibility assignment is not an easy skill to acquire. Though there are many methodologies for assigning responsibilities to classes, they all rely on human judgment and decision making. Our objective is to provide decision-making support to reassign methods and attributes to classes in a class diagram. Our solution is based on a multi-objective genetic algorithm (MOGA) and uses class coupling and cohesion measurement for defining fitness functions. Our MOGA takes as input a class diagram to be optimized and suggests possible improvements to it. The choice of a MOGA stems from the fact that there are typically many evaluation criteria that cannot be easily combined into one objective, and several alternative solutions are acceptable for a given OO domain model. Using a carefully selected case study, this paper investigates the application of our proposed MOGA to the class responsibility assignment problem, in the context of object-oriented analysis and domain class models. Our results suggest that the MOGA can help correct suboptimal class responsibility assignment decisions and perform far better than simpler alternative heuristics such as hill climbing and a single-objective GA.

125 citations


Patent
23 Nov 2010
TL;DR: In this article, a camera, of a handheld computing device, is used to capture a picture of an object, and at least some image data corresponding to the captured picture is provided to a processor, which returns processed information correspond to the object.
Abstract: A camera, of a handheld computing device, is used to capture a picture of an object. At least some image data corresponding to the captured picture is provided to a processor, which returns processed information corresponding to the object. By reference to this processed information, the system automatically identifies a particular one of plural different software application programs—a program that is particularly relevant to the object, rather than being generally relevant to all objects. Output information is then produced using the identified software application program, which is then presented to the user, e.g., on a screen of the handheld computing device. A great number of other features and arrangements are also detailed.

114 citations


Patent
14 Jul 2010
TL;DR: In this article, the authors present a technique for configuring the software application to execute using overlaid objects instead of the base objects contained in the application, which allows modification and customization of the application by one or more users in different ways.
Abstract: Techniques for overlaying objects of a software application with other objects allow modification and customization of the application by one or more users in different ways, without storing multiple modified copies of the application. The technique allows configuring the software application to execute using overlaid objects instead of the base objects contained in the software application. In some embodiments, the base objects for the software application and the overlaid objects are stored in a datastore, and a runtime embodiment causes execution of the overlaid objects instead of the base objects.

111 citations


Proceedings ArticleDOI
07 Jul 2010
TL;DR: The proposed approach uses genetic programming and software engineering metrics to identify the most suitable set of refactorings to apply to a software design and makes the introduction of design patterns a primary goal of the refactoring process.
Abstract: Maintaining an object-oriented design for a piece of software is a difficult, time-consuming task. Prior approaches to automated design refactoring have focused on making small, iterative changes to a given software design. However, such approaches do not take advantage of composition of design changes, thus limiting the richness of the refactoring strategies that they can generate. In order to address this problem, this paper introduces an approach that supports composition of design changes and makes the introduction of design patterns a primary goal of the refactoring process. The proposed approach uses genetic programming and software engineering metrics to identify the most suitable set of refactorings to apply to a software design. We illustrate the efficacy of this approach by applying it to a large set of published models, as well as a real-world case study

98 citations


Journal ArticleDOI
TL;DR: Interactive search-based approaches using evolutionary computation and software agents are investigated in experimental upstream design episodes for two example design domains, showing that interactive evolutionary search, supported by software agents, appears highly promising.
Abstract: Although much evidence exists to suggest that early life cycle software engineering design is a difficult task for software engineers to perform, current computational tool support for software engineers is limited. To address this limitation, interactive search-based approaches using evolutionary computation and software agents are investigated in experimental upstream design episodes for two example design domains. Results show that interactive evolutionary search, supported by software agents, appears highly promising. As an open system, search is steered jointly by designer preferences and software agents. Directly traceable to the design problem domain, a mass of useful and interesting class designs is arrived at which may be visualized by the designer with quantitative measures of structural integrity, such as design coupling and class cohesion. The class designs are found to be of equivalent or better coupling and cohesion when compared to a manual class design for the example design domains, and by exploiting concurrent execution, the runtime performance of the software agents is highly favorable.

93 citations


Patent
16 Nov 2010
TL;DR: In this paper, a method for non-blocking dynamic update of statically-typed class-based object-oriented software executing as byte-code on a virtual machine within an actively running computer system is presented.
Abstract: Under the present invention, a method, computer program product, and system for non-blocking dynamic update of statically-typed class-based object-oriented software executing as byte-code on a virtual machine within an actively running computer system is provided. A set of objects instantiated from an existing module or multiple modules (identifiable collections of application resources and class definitions in the form of byte-code representations) is ready for execution on a virtual machine in an actively running computer system. New versions of one or more modules corresponding to those already loaded into the actively running virtual machine are dynamically loaded into the virtual machine for the purpose of updating the running software. The class definitions within the loaded modules are prepared for dynamic update by inserting byte-code that enables; transparent state transfer and shared object identity between objects of a former version and the new version of a class. On the event of a software update, the objects instantiated from a former version of an updated class become un-initialized surrogate objects with the potential to redirect to their future corresponding objects. Corresponding objects are created lazily on first access of the declaring class members. Besides lazy redirection of the behavior of objects and classes, non-blocking dynamic update is achieved by lazy migration of the state of former objects and classes while locking on a temporary field access lock. Thus, the algorithm for controlling field access and state migration is completely lock-free both before and after state migration; hence the performance degradation is minimal. Finally, any unreferenced objects are removed from memory.

75 citations


Proceedings ArticleDOI
07 Jun 2010
TL;DR: This work presents a framework that allows the end-user to participate in the entire process of designing their own objects, from the initial concept stage to the production of a new real-world object that fits well with the existing complementary objects.
Abstract: The products that we use everyday are typically designed and produced for mass consumption. However, it is difficult for such products to satisfy the needs of individual users. We present a framework that allows the end-user to participate in the entire process of designing their own objects, from the initial concept stage to the production of a new real-world object that fits well with the existing complementary objects. We advocate using a single photo as a rough guide for the user to sketch a new customized object that does not exist in the photo. Our system provides a 2D interface for sketching the outline of the new object and annotating certain geometric properties of it directly on the photo. We introduce a Modified Lipson optimization method for generating the 3D shape. We design a variety of real-world everyday objects that are complementary to the existing objects and environment in the photo. We show that novice users can learn and create new objects with our system within minutes.

68 citations


Proceedings ArticleDOI
01 Dec 2010
TL;DR: This paper tackles the problem of recognizing everyday objects that are useful for a personal robotic assistant in fulfilling its tasks, using a hierarchical multi-modal 3D-2D processing and classification system.
Abstract: In this paper we present a comprehensive object categorization and classification system, of great importance for mobile manipulation applications in indoor environments. In detail, we tackle the problem of recognizing everyday objects that are useful for a personal robotic assistant in fulfilling its tasks, using a hierarchical multi-modal 3D-2D processing and classification system. The acquired 3D data is used to estimate geometric labels (plane, cylinder, edge, rim, sphere) at each voxel cell using the Radius-based Surface Descriptor (RSD). Then, we propose the use of a Global RSD feature (GRSD) to categorize point clusters that are geometrically identical into one of the object categories. Once a geometric category and a 3D position is obtained for each object cluster, we extract the region of interest in the camera image and compute a SURF-based feature vector for it. Thus we obtain the exact object instance and the orientation around the object's up-right axis from the appearance. The resultant system provides a hierarchical categorization of objects into basic classes from their geometry and identifies objects and their poses based on their appearance, with near real-time performance. We validate our approach on an extensive database of objects that we acquired using real sensing devices, and on both unseen views and unseen objects.

Proceedings ArticleDOI
03 May 2010
TL;DR: This paper presents a systems for autonomous acquisition of visual object representations, which endows a humanoid robot with the ability to enrich its internal object representation and allows the realization of complex visual tasks.
Abstract: The autonomous acquisition of object representations which allow recognition, localization and grasping of objects in the environment is a challenging task, which has shown to be difficult. In this paper, we present a systems for autonomous acquisition of visual object representations, which endows a humanoid robot with the ability to enrich its internal object representation and allows the realization of complex visual tasks. More precisely, we present techniques for segmentation and modeling of objects held in the five-fingered robot hand. Multiple object views are generated by rotating the held objects in the robot's field of view. The acquired object representations are evaluated in the context of visual search and object recognition tasks in cluttered environments. Experimental results show successful implementation of the complete cycle from object exploration to object recognition on a humanoid robot.

Proceedings ArticleDOI
22 Jun 2010
TL;DR: This paper proposes a method for object detection from such chaotic background by using image segmentation and graph partitioning, which builds a “feature set” from the original object and trains the system using the “ feature set’ and graph partitions on the chaotic image.
Abstract: Object detection for computer vision is one of the key factors for scene understanding. It is still a challenge today to accurately determine an object from a background where similar shaped objects are present in a large number. In this paper we proposed a method for object detection from such chaotic background by using image segmentation and graph partitioning. We build a “feature set” from the original object and then we train the system using the “feature set” and graph partitioning on the chaotic image. Testing is done on computer manipulated images and real world images. In both the cases our system identified the search object among other similar objects successfully.

Journal ArticleDOI
TL;DR: A theory of learning objects is presented (including OOGLOM - Object Oriented Generic Learning Object Model) and UML models are developed to illustrate OogLOM as well as illustrate how it provides interoperability.
Abstract: The concept of a learning object (LO) has spread quickly without a very specific universal definition, and though born originally from the idea of object oriented design, with a goal of providing high levels of reusability for digital learning resources, it is being developed generally without reference to the ideals of the object oriented design paradigm. This has resulted in challenges to reusability and interoperbility. We therefore present a theory of learning objects (including OOGLOM - Object Oriented Generic Learning Object Model). We develop UML models to illustrate OOGLOM as well as illustrate how it provides interoperability. Digital learning material was originally introduced as large monolithic pieces of data, mainly with the intent of facilitating access across internetworks including the Internet. More recently developers saw reuse as an important goal and the concept of a learning object (LO) was then introduced as a major research and development area. Learning objects were intended to bring with their use, the ability to represent learning material in discrete, small, independent pieces which could be used and reused in various situations with other pieces of learning material. This idea was well used in the software engineering world in the context of modular design and programming and more importantly object oriented design and programming. Unfortunately the most popular definition for learning objects given by the IEEE LTSC [16] is a very broad one which did very little to specify what digital material should be considered learning objects and which ones were not. In fact the definition is noted by several authors as being so broad that it excludes no entity in the Universe [3],[11], [1]. This has had a negative impact on the reusability and interoperability of learning objects in that it has led generally to the development of several different definitions and models of learning objects. These various models find different ways of dealing with the various challenges for the environment and instructional approach of individuals or institutions for which the models will be implemented. We have coined such models designed for specific environments, as (Implementation Specific/Organization Specific) IS/OS models [5]. According to [3] the main goal of learning objects is the provision of discrete chunks of searchable and reusable pieces of digital learning material. Throughout the literature it is well

Patent
04 Nov 2010
TL;DR: In this article, a collaborative method of generating a design representation of an object between a first user and a second user is described, where the first user specifies a set of design object variables relating to different aspects of the design representation, and the second user selects a particular value of at least one of the designated object variables only within a constrained value range specified by first user.
Abstract: A collaborative method of generating a design representation of an object between a first user and a second user is described. The method comprises: designating, at a first user terminal, a set of design object variables relating to different aspects of the design representation; specifying, at the first user terminal, constraints for the set of design object variables, the constraints comprising a range of first user designated values for each of the designated object variables of the set; receiving at a second user terminal, the set of design object variables, the constraints for the set and the design representation via a communication network; enabling, at the second user terminal, manipulation of the design object representation, the enabling step comprising enabling selection of a particular value of at least one of the designated object variables only within the constrained value range specified by the first user; and presenting on the second user terminal a graphical representation of the design object representation as specified by the second user selection.

Patent
17 Mar 2010
TL;DR: In this paper, a method for managing object attributes in a virtual world environment selects a plurality of selected objects based on a supplied criterion from the user, which is visually identified to the user.
Abstract: A method for managing object attributes in a virtual world environment selects a plurality of selected objects based on a supplied criterion from the user. A plurality of objects meeting the supplied criterion are visually identified to a user of the virtual world environment. The user then chooses a plurality of chosen objects from the plurality of selected objects. An object component for the chosen objects is then modified.

Proceedings ArticleDOI
17 Dec 2010
TL;DR: The particle filter provides a robust object tracking framework under ambiguity conditions and greatly improved estimation accuracy for complicated tracking problems and a differential image of region-based tracking method for the detection of multiple moving objects.
Abstract: Usually, the video based object tracking deal with non-stationary image stream that changes over time. Robust and Real time moving object tracking is a problematic issue in computer vision research area. Multiple object tracking has many practical applications in scene analysis for automated surveillance. If we can track a particularly selected object in an environment of multiple moving objects, then there will be a variety of applications. In this paper, we introduce a particular object tracking in an environment of multiple moving objects. When tracking, we need to analyze video sequences to track object in each frame. In this paper, we use a differential image of region-based tracking method for the detection of multiple moving objects. In other to ensure accurate object detection in unconstrained environment, we also use a method of background image update. There are problems in tracking a particular object through a sequence of video. It can't rely only on image processing techniques. Thus we solved these problems using a probabilistic framework. Particle filter has been proven to be a robust algorithm to deal with the nonlinear, non-Gaussian problems. In this paper, the particle filter provides a robust object tracking framework under ambiguity conditions and greatly improved estimation accuracy for complicated tracking problems.

01 Jan 2010
TL;DR: The main goal of OMS3 development is an easier integration of model source code based on language annotations while being flexible to adopt existing legacy models, without burdening the model developer with complex technical details.
Abstract: The Object Modeling System (OMS) is a framework for environmental model development, data provisioning, testing, validation, and deployment. It provides a bridge for transferring technology from the research organization to the program delivery agency. The framework provides a consistent and efficient way to create science components, build, calibrate, and evaluate models and then modify and adjust them as the science advances, in addition to re-purposing models for emerging customer requirements. OMS was first released in 2004 and version 3.0 represents a major milestone towards an easier to use, more transparent and scalable implementation of an environmental modeling framework. OMS3 development is the result of an in-depth analysis of successful framework designs and software engineering principles as provided by general-purpose modeling frameworks. Like any modeling framework, OMS3 is enabling technology for modeling. The main goal of OMS3 development is an easier integration of model source code based on language annotations while being flexible to adopt existing legacy models. In OMS3, the internal complexity of the framework itself was reduced while allowing models to implicitly scale from multi-core desktops to clusters to clouds, without burdening the model developer with complex technical details.

Proceedings ArticleDOI
19 Nov 2010
TL;DR: A case study of applying design measures to assess software quality using CK metrics suite and general guidelines for interpretation of reusability, understandability, testability, maintainability in the context of selected projects are presented.
Abstract: Since object oriented system is becoming more pervasive, it is necessary that software engineers have quantitative measurements for accessing the quality of designs at both the architectural and components level. These measures allow the designer to access the software early in the process, making changes that will reduce complexity and improve the continuing capability of the product. Object oriented design metrics is an essential part of software engineering. This paper presents a case study of applying design measures to assess software quality. Six Java based open source software systems are analyzed using CK metrics suite to find out quality of the system and possible design faults that will reversely affect different quality parameters such as reusability, understandability, testability, maintainability. This paper also presents general guidelines for interpretation of reusability, understandability, testability, maintainability in the context of selected projects.


Book ChapterDOI
01 Jan 2010
TL;DR: This Chapter presents experiments on detection, recognition and pose estimation results with respect to two datasets in [54,55] as well as to PASCAL Visual Object Classes (VOC) dataset [15].
Abstract: Object and scene categorization has been a central topic of computer vision research in recent years. The problem is a highly challenging one. A single object may show tremendous variability in appearance and structure under various photometric and geometric conditions. In addition, members of the same class may differ from each other due to various degrees of intra-class variability. Recently, researchers have proposed new models towards the goal of: i) finding a suitable representation that can efficiently capture the intrinsic three-dimensional and multi-view nature of object categories; ii) taking advantage of this representation to help the recognition and categorization task. In this Chapter we will review recent approaches aimed at tackling this challenging problem and focus on the work by Savarese & Fei-Fei [54, 55]. In [54, 55] multi-view object models are obtained by linking together diagnostic parts of the objects from different viewing point. Instead of recovering a full 3D geometry, parts are connected through their mutual homographic transformation. The resulting model is a compact summarization of both the appearance and geometry information of the object class. We show that such a model can be learnt via minimal supervision compared to competitive techniques. The model can be used to detect objects under arbitrary and/or unseen poses by means of a two-step algorithm. This algorithm, inspired by works in single object view synthesis (e.g., Seitz & Dyer [57]), has the ability to synthesize object appearance and shape properties at recognition time, and in turn estimate the object pose that best matches the observations.We conclude this Chapter by presenting experiments on detection, recognition and pose estimation results with respect to two datasets in [54,55] as well as to PASCAL Visual Object Classes (VOC) dataset [15]. Experiments indicate that representation and algorithms presented in [54,55] can be successfully employed in a number of generic object recognition tasks.

Patent
30 Apr 2010
TL;DR: In this paper, a method and apparatus applies an action to a software application by determining a target object for the input action, which is performed by identifying the target object through socially identifying object information relative to a reference object.
Abstract: A method and apparatus applies an action to a software application by determining a target object for the input action. The determination of the target object is performed by identifying the target object through socially identifying object information relative to a reference object. Then, the input action is applied to the target object.

Book ChapterDOI
09 Aug 2010
TL;DR: Graph decomposition followed by graph isomorphism technique for design pattern detection is applied, which helps improve the program understanding and software maintenance.
Abstract: Design Pattern Detection is a part of many solutions to Software Engineering difficulties. It is a part of reengineering process and thus gives important information to the designer. Design Pattern existence improve the program understanding and software maintenance. With the help of these patterns specific design problem can be solved and object oriented design become more flexible and reusable. Hence a reliable design pattern mining is required. Here we are applying graph decomposition followed by graph isomorphism technique for design pattern detection.

Proceedings ArticleDOI
04 Oct 2010
TL;DR: Estimated results depict that different attributes of object oriented systems may add directly to the complexity of design requiring more testing efforts, which justifies the predicted relationship between object oriented design attributes, complexity and testability.
Abstract: Wide applicability of object oriented technology in software development industry led to the development of high quality software products at the cost of increased complexity. The complexity of software systems directly contributes to increased testability efforts. This paper does review of testability and complexity of the software systems at the design level. Object oriented design metrics proposed in earlier research models is modified to analyze in detail the relationship between complexity, testability and different attributes of object oriented software design by predicting class level testability. Estimated results depict that different attributes of object oriented systems may add directly to the complexity of design requiring more testing efforts. The metrics proposed in this paper is further validated on four different software projects. Quantifiable results obtained justify the predicted relationship between object oriented design attributes, complexity and testability.

Proceedings ArticleDOI
03 Dec 2010
TL;DR: The Robotics API offers an abstract, extensible domain model and provides common functionality, which can be easily used by application developers, and the advantages of the Robotics API are illustrated with an application example.
Abstract: During the last two decades, software development has evolved continuously into an engineering discipline with systematic use of methods and tools to model and implement software. For example, object-oriented analysis and design is structuring software models according to real-life objects of the problem domain and their relations. However, the industrial robotics domain is still dominated by old-style, imperative robot programming languages, making software development difficult and expensive. For this reason, we introduce the object-oriented Robotics Application Programming Interface (Robotics API) for developing software for industrial robotic applications. The Robotics API offers an abstract, extensible domain model and provides common functionality, which can be easily used by application developers. The advantages of the Robotics API are illustrated with an application example.

Patent
02 Sep 2010
TL;DR: In this paper, a computer-implemented method for virtually placing a virtual object in the real world is provided. But this method requires the virtual object models to be stored in an objects database on the device, which each include a 3D model.
Abstract: A computer-implemented method for virtually placing a virtual object in the real world is provided. A set of virtual objects are maintained in an actions database on a mobile computing device, which each include an action associated with an identifier and coordinates for physical locations. A set of real world object models is maintained in an objects database on the device, which each include a three-dimensional model. A physical location of the device is tracked. An identification tag within range is identified. The device's physical location and the identification tag are respectively evaluated. For each coordinates and identifiers matched, the action associated with the matched virtual object is completed. Where required, the virtual object is evaluated against the real world object models and the virtual object is rendered in light of any such real world object models located within vicinity of the device. The action is performed using the device.

Proceedings ArticleDOI
01 May 2010
TL;DR: In this article, the authors present the first results from a survey carried out over the second quarter of 2009 examining how theories in object-oriented design are understood and used by software developers.
Abstract: We present the first results from a survey carried out over the second quarter of 2009 examining how theories in object-oriented design are understood and used by software developers. We collected 3785 responses from software developers world-wide, which we believe is the largest survey of its kind. We targeted the use of encapsulation, class size as measured by number of methods, and depth of a class in the inheritance hierarchy. We found that, while overall practitioners followed advice on encapsulation, there was some variation of adherence to it. For class size and depth there was substantially less agreement with expert advice. In addition, inconsistencies were found within the use and perception of object-oriented concepts within the investigated group of developers. The results of this survey has deep reaching consequences for both practitioners and researchers as they highlight and confirm central issues.

Proceedings ArticleDOI
09 Jul 2010
TL;DR: This work is detecting design patterns so that it can be used as a conceptual tool to cope with recurrent problems appearing in the GIS domain and GIS applications can evolve smoothly.
Abstract: Design Pattern Detection is a part of many solutions to Software Engineering difficulties. It is a part of reengineering process and thus gives important information to the designer. Design Pattern existence improve the program understanding and software maintenance. With the help of these patterns specific design problem can be solved and object oriented design become more flexible and reusable. Hence a reliable design pattern mining is required. A GIS is an information system designed to work with data referenced by spatial / geographical coordinates. Here we are detecting design patterns so that it can be used as a conceptual tool to cope with recurrent problems appearing in the GIS domain. In this way, GIS applications can evolve smoothly, because maintenance is achieved by focusing on different concerns at different times.

Patent
02 Jun 2010
TL;DR: In this paper, a method for relating at least two mathematical objects in a computing apparatus having a graphical user interface is described, which includes receiving instructions via the graphical interface to relate a first mathematical object with a second mathematical object, updating the second mathematical objects using data of the first mathematical objects, linking the first one to the second one, and creating a visual link between them.
Abstract: A method for relating at least two mathematical objects in a computing apparatus having a graphical user interface is described. The method comprises receiving instructions via the graphical user interface to relate a first mathematical object with a second mathematical object; updating the second mathematical object using data of the first mathematical object; linking the first mathematical object to the second mathematical object; and creating a visual link between the first mathematical object and the second mathematical object.

Proceedings ArticleDOI
18 Jul 2010
TL;DR: A Multi-Objective Genetic Programming (MOGP) approach to the task of providing a decision-maker with a diverse set of alternative object detection programs that balance between high detection rate and low false-alarm rate is proposed.
Abstract: In object detection, the goals of successfully discriminating between different kinds of objects (object classification) and accurately identifying the positions of all objects of interest in a large image (object localisation) are potentially in conflict. We propose a Multi-Objective Genetic Programming (MOGP) approach to the task of providing a decision-maker with a diverse set of alternative object detection programs that balance between high detection rate and low false-alarm rate. Experiments on two datasets, simple shapes and photographs of coins, show that it is difficult for a Single-Objective GP (SOGP) system (which weights the multiple objectives a priori) to evolve effective object detectors, but that an MOGP system is able to evolve a range of effective object detectors more efficiently.