The flexible shell from eggs of the tuatara (Sphenodon punctatus) is comprised of both calcareous and fibrous components. The calcareous material is organized into columns that extend deep into the fibrous shell membrane. Many of the fibers of the membrane are enclosed within the crystalline matrix of the columns. Columns widen and flatten slightly at the outer surface of the eggshell to form cap-like structures composed of a compact crystalline matrix containing no fibers. The outer surface of eggs laid prior to completion of shell formation consists of a series of nodes obscured by a densely fibrous matrix. Similar nodes also are found at the inner surface of partially shelled eggs. The nodes represent the outer and inner aspects of columns that had not completed formation prior to oviposition. Our interpretation is that a layer (or layers) of the shell membrane forms first, with nucleation of columns occurring shortly thereafter. Columns grow into the membrane a short distance and enclose fibers of the membrane, but the primary direction of column growth is toward what will become the outer aspect of the shell. Calcareous columns and the shell membrane form more or less in concert until crystal growth outstrips that of the membrane and a cap-like apex of compact crystalline material is formed. The end result is an eggshell in which the shell membrane and calcareous material form a single unit for much of the thickness of the shell.
Virtual reality offers tremendous opportunities for Indigenous communities to experience themselves inside unreal settings not available in the real world. However, virtual reality as a technology is complex involving both an internal and external connection that is usually dependent on one’s attention shifting from the physical Indigenous environment to the virtual reality environment. Any deviance from heritage or known Indigenous relationships may result in a disconnected drift between the traditional and unreal digital world if wrongly presented. The concern virtual reality maybe replacing the traditional identity of users with a digital version of themselves. At the centre of this problem is the technology itself, not being exposed to Indigenous concepts during the construction of any virtual reality IT artefact? This study applies a multidisciplinary approach to tackle a key issue for virtual reality by locating a version of Indigenous identity of self within a digital setting during the construction of the virtual reality artefact.
Single Shot Multi-Box Detector (SSD) is a well-known object detection algorithm. It can detect 20 different types of objects making it suitable for an object detector for traffic scenes. In a real-world traffic scene, objects can appear in different sizes and pose different details. This can potentially lead to false detections made by an SSD. Depending on how input information (image) is provided to SSD (leading to a proposed SSD model), the accuracy of the proposed model can vary. The overall objective of this study is to evaluate different SSD models while examining accuracy of object detection where the object type is only a vehicle. This study is derived from human vision. Where, an object is easily identifiable in a sharper image with brightness than a blurry one with darkness. Based on these assumptions hypotheses were created, based on which SSD based models were proposed. Comparison based on true positives and false positives was performed and the winner was identified by using the Enpeda. Image Sequence Analysis Test Site (EISATS) stereo image barriers dataset set 9.
Virtual reality offers tremendous opportunities for Indigenous communities to experience themselves inside unreal settings not available in the real world. However, virtual reality as a technology is complex involving both an internal and external connection that is usually dependent on one’s attention shifting from the physical Indigenous environment to the virtual reality environment. Any deviance from heritage or known Indigenous relationships may result in a disconnected drift between the traditional and unreal digital world if wrongly presented. The concern virtual reality maybe replacing the traditional identity of users with a digital version of themselves. At the centre of this problem is the technology itself, not being exposed to Indigenous concepts during the construction of any virtual reality IT artefact? This study applies a multidisciplinary approach to tackle a key issue for virtual reality by locating a version of Indigenous identity of self within a digital setting during the construction of the virtual reality artefact.
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