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Yeremey Savin
Yeremey Savin

Full Maze-1.mp4 ##VERIFIED##



Because the six rats and the six rat cyborgs were the same rats, the possible interference should be carefully prevented. In our experiments, we took four measures to avoid interference: (1) for a rat and its rat cyborg, the layout of each maze was the same, while the physical walls of each maze cell were changed; (2) a maze solved by a rat would be solved by its rat cyborg at least 4 days later, not in the following day; (3) in the interval, the rat would be asked to carry out experiments with other mazes to further weaken its memory of the previous maze; (4) between the procedure of maze solving by rats and the procedure of maze solving by rat cyborgs, the entire maze was washed and dried to remove the possible odor interference. In order to verify that the performance enhancement of the rat cyborgs in maze solving was not attributed to what the rats had experienced, we conducted two supplemental experiments.




Full maze-1.mp4


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During a test, while tracking the animal, ANY-maze can simultaneously save a video of the images it receives from the camera, which means you have a full record of everything the animal did. These videos are stored in a proprietary format, called szv format.


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Algorithms is an important as well as difficult topic that demands of its students a certain mathematical sophistication. I will try to provide additional resources in case that your class in Discrete Mathematics did not touch on certain topics, but these resourcesa no substitute for taking the full class.


To get started, clone the GitLab repository that was created for you. The skeleton code has comments marked with // TODO denoting where to write your code. You are encouraged to read through this document and review the Particle System lectures carefully.


Particles rendered as points or spheres may not look that realistic. You can achieve more spectacular effects with a simple technique called billboarding. A billboarded quad (aka "sprite") is a textured square that always faces the camera. For full credit, you should load a texture with transparency, and use the Textured Material or your own Material that has alpha blending.


Add flocking behaviors to your particles to simulate creatures moving in flocks, herds, or schools. A convincing way of doing this is called "boids" (see here for a short flocking guide, and here for a demo and for more information). For full credit, use a model for your creatures that makes it easy to see their direction and orientation (as a minimal example, you could show this with colored pyramids, oriented towards the direction in which the creatures are pointing). For up to one more bell, make a realistic creature model and have it move realistically according to its motion path. For example, a bird model would flap its wings to gain speed and rise in the air, and hold its wings outstretched when turning or gliding.


Your solver should be fully general and not rely on your specific model (although you can assume that the degrees of freedom are all rotational). Additionally, you should modify your user interface to allow interactive control of your model though the inverse kinematics solver. The solver should run quickly enough to respond to mouse movement.


Create a character whose physics can be controlled by moving a mouse or pressing keys on the keyboard. For example, moving the mouse up or down may make the knees bend or extend the knees (so your character can jump), while moving it the left or right could control the waist angle (so your character can lean forward or backward). Rather than have these controls change joint angles directly, as was done in the modeler project, the controls should create torques on the joints so that the character moves in very realistic ways. This monster bell requires components of the rigid body simulation extension above, but you will receive credit for both extensions as long as both are fully implemented.. For this extension, you will create a hierarchical character composed of several rigid bodies. Next, devise a way user interactively control your character.


And this is where we the unrepresented and unvoiced citizens find out that although a coin has two sides it also has a rim and we are set to get the full rimming treatment by both our Governments and Commercial organisations.


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