82 results match your criteria: "Institute for Computer Science and Control[Affiliation]"
Extremophiles
May 2017
Department of Microbiology, Eötvös Loránd University, Pázmány Péter stny. 1/C, 1117, Budapest, Hungary.
Soda pans of the Pannonian steppe are unique environments regarding their physical and chemical characteristics: shallowness, high turbidity, intermittent character, alkaline pH, polyhumic organic carbon concentration, hypertrophic condition, moderately high salinity, sodium and carbonate ion dominance. The pans are highly productive environments with picophytoplankton predominance. Little is known about the planktonic bacterial communities inhabiting these aquatic habitats; therefore, amplicon sequencing and shotgun metagenomics were applied to reveal their composition and functional properties.
View Article and Find Full Text PDFArch Virol
June 2017
PIT Bioinformatics Group, Eötvös University, Pázmány Péter stny. 1/C, Budapest, 1117, Hungary.
Mimivirus was identified in 2003 from a biofilm of an industrial water-cooling tower in England. Later, numerous new giant viruses were found in oceans and freshwater habitats, some of them having 2,500 genes. We have demonstrated their likely presence in four soil samples taken from the Kutch Desert (Gujarat, India).
View Article and Find Full Text PDFCogn Neurodyn
February 2017
PIT Bioinformatics Group, Eötvös University, Budapest, 1117 Hungary.
Connections of the living human brain, on a macroscopic scale, can be mapped by a diffusion MR imaging based workflow. Since the same anatomic regions can be corresponded between distinct brains, one can compare the presence or the absence of the edges, connecting the very same two anatomic regions, among multiple cortices. Previously, we have constructed the consensus braingraphs on 1015 vertices first in five, then in 96 subjects in the Budapest Reference Connectome Server v1.
View Article and Find Full Text PDFPLoS One
July 2017
PIT Bioinformatics Group, Eötvös University, H-1117 Budapest, Hungary.
The human braingraph or the connectome is the object of an intensive research today. The advantage of the graph-approach to brain science is that the rich structures, algorithms and definitions of graph theory can be applied to the anatomical networks of the connections of the human brain. In these graphs, the vertices correspond to the small (1-1.
View Article and Find Full Text PDFSensors (Basel)
December 2015
Institute for Computer Science and Control, Hungarian Academy of Science, Kende St. 13-17, 1111 Budapest, Hungary.
A novel indoor positioning system is presented in the paper. Similarly to the camera-based solutions, it is based on visual detection, but it conceptually differs from the classical approaches. First, the objects are marked by LEDs, and second, a special sensing unit is applied, instead of a camera, to track the motion of the markers.
View Article and Find Full Text PDFPLoS One
April 2016
Alfréd Rényi Institute of Mathematics, Hungarian Academy of Sciences, Budapest, Hungary.
In 1999 Kannan, Tetali and Vempala proposed a MCMC method to uniformly sample all possible realizations of a given graphical degree sequence and conjectured its rapidly mixing nature. Recently their conjecture was proved affirmative for regular graphs (by Cooper, Dyer and Greenhill, 2007), for regular directed graphs (by Greenhill, 2011) and for half-regular bipartite graphs (by Miklós, Erdős and Soukup, 2013). Several heuristics on counting the number of possible realizations exist (via sampling processes), and while they work well in practice, so far no approximation guarantees exist for such an approach.
View Article and Find Full Text PDFIEEE Comput Graph Appl
December 2008
Computer Science, Bunraku Research Team, French National Research Institute for Computer Science and Control (INRIA), France.
Depth-of-field blur effects are well-known depth cues in human vision. Computer graphics pipelines added DOF effects early to enhance imagery realism, but real-time VR applications haven't yet introduced visual blur effects. The authors describe new techniques to improve blur rendering and report experimental results from a prototype video game implementation.
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