Graphic Structures

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Argenta Sugden

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Aug 4, 2024, 1:42:14 PM8/4/24
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Humanoid robots are widely used in brain computer interface (BCI). Using a humanoid robot stimulus could increase the amplitude of event-related potentials (ERPs), which improves BCI performance. Since a humanoid robot contains many human elements, the element that increases the ERPs amplitude is unclear, and how to test the effect of it on the brain is a problem. This study used different graphic structures of an NAO humanoid robot to design three types of robot stimuli: a global robot, its local information, and its topological action. Ten subjects first conducted an odd-ball-based BCI (OD-BCI) by applying these stimuli. Then, they accomplished a delayed matching-to-sample task (DMST) that was used to specialize the encoding and retrieval phases of the OD-BCI task. In the retrieval phase of the DMST, the global stimulus induces the largest N200 and P300 potentials with the shortest latencies in the frontal, central, and occipital areas. This finding is in accordance with the P300 and classification performance of the OD-BCI task. When induced by the local stimulus, the subjects responded faster and more accurately in the retrieval phase of the DMST than in the other two conditions, indicating that the local stimulus improved the subject's responses. These results indicate that the OD-BCI task causes subject's retrieval work when the subject recognizes and outputs the stimulus. The global stimulus that contains topological and local elements could make brain react faster and induce larger ERPs, this finding could be used during the development of visual stimuli to improve BCI performance.


This course will advance your understanding of the structures and systems that are the building blocks of design. In this course, you will explore visible and underlying graphic structures as primary devices for organizing design content, and learn how these systems become activated. Adobe Illustrator and InDesign are among the digital tools students are expected to use to define these unifying structures and systems. The class builds upon a foundation of weekly exercises as students develop a solid understanding of the practical considerations involved in the planning and delivery of a conclusive graphic design project. Students will focus on two distinct systems: color and typography. A series of quick exercises will prepare students for the two in-depth projects.


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The graphics functions use pointers, which are of class graphics_handle, inorder to address the data structures which control visual display. Agraphics handle may point to any one of a number of different base objecttypes and these objects are the graphics data structures themselves. Theprimitive graphic object types are: figure, axes, line,text, patch, surface, text, image, andlight.


Each of these objects has a function by the same name, and, each of thesefunctions returns a graphics handle pointing to an object of the correspondingtype. In addition there are several functions which operate on properties ofthe graphics objects and which also return handles: the functions plotand plot3 return a handle pointing to an object of type line, thefunction subplot returns a handle pointing to an object of type axes,the function fill returns a handle pointing to an object of type patch,the functions area, bar, barh, contour,contourf, contour3, surf, mesh, surfc,meshc, errorbar, quiver, quiver3, scatter,scatter3, stair, stem, stem3 each return a handleto a complex data structure as documented inData Sources.


Graphics handles may be distinguished from function handles(see Function Handles) by means of the function ishghandle.ishghandle returns true if its argument is a handle of a graphicsobject. In addition, a figure or axes object may be tested usingisfigure or isaxes respectively. To test for a specific type ofgraphics handle, such as a patch or line object, use isgraphics. Themore specific test functions return true only if the argument is both agraphics handle and of the correct type (figure, axes, specified object type).


The properties and their current values may be obtained in the form of astructure using s = get (h), where h is the handle of a graphicsobject. If only the names of the properties and the allowed values (for radioproperties only) are wanted, one may use set (h).


if WithDestruction == Standard_True then suppress all the groups of primitives in the structure. and it is mandatory to create a new group in . if WithDestruction == Standard_False then clears all the groups of primitives in the structure. and all the groups are conserved and empty. They will be erased at the next screen update. The structure itself is conserved. The transformation and the attributes of are conserved. The childs of are conserved.


If Atype is TOC_DESCENDANT then add as a child structure of . If Atype is TOC_ANCESTOR then add as a parent structure of . The connection propagates Display, Highlight, Erase, Remove, and stacks the transformations. No connection if the graph of the structures contains a cycle and is Standard_True;.


Returns Standard_True if the structure is empty. Warning: A structure is empty if : it do not have group or all the groups are empties and it do not have descendant or all the descendants are empties.


Returns the coordinates of the boundary box of the structure . If is TRUE, the method returns actual graphical boundaries of the Graphic3d_Group components. Otherwise, the method returns boundaries taking into account infinite state of the structure. This approach generally used for application specific fit operation (e.g. fitting the model into screen, not taking into account infinite helper elements). Warning: If the structure is empty then the empty box is returned, If the structure is infinite then the whole box is returned.


Modifies the order of displaying the structure. Values are between 0 and 10. Structures are drawn according to their display priorities in ascending order. A structure of priority 10 is displayed the last and appears over the others. The default value is 5. Warning: If structure is displayed then the SetDisplayPriority method erases it and displays with the new priority. Raises Graphic3d_PriorityDefinitionError if Priority is greater than 10 or a negative value.


Set Z layer ID for the structure. The Z layer mechanism allows to display structures presented in higher layers in overlay of structures in lower layers by switching off z buffer depth test between layers.


Modifies the minimum and maximum zoom coefficients for the structure . The default value at the definition of is unlimited. Category: Methods to modify the class definition Warning: Raises StructureDefinitionError if is greater than or if or is a negative value.

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