255 research outputs found

    Virtual Garment Creation

    Get PDF

    3D garment digitisation for virtual wardrobe using a commodity depth sensor

    Get PDF
    5-Aminovaleric acid (5AVA) is an important five-carbon platform chemical that can be used for the synthesis of polymers and other chemicals of industrial interest. Enzymatic conversion of L-lysine to 5AVA has been achieved by employing lysine 2-monooxygenase encoded by the davB gene and 5-aminovaleramidase encoded by the davA gene. Additionally, a recombinant Escherichia coli strain expressing the davB and davA genes has been developed for bioconversion of L-lysine to 5AVA. To use glucose and xylose derived from lignocellulosic biomass as substrates, rather than L-lysine as a substrate, we previously examined direct fermentative production of 5AVA from glucose by metabolically engineered E. coli strains. However, the yield and productivity of 5AVA achieved by recombinant E. coli strains remain very low. Thus, Corynebacterium glutamicum, a highly efficient L-lysine producing microorganism, should be useful in the development of direct fermentative production of 5AVA using L-lysine as a precursor for 5AVA. Here, we report the development of metabolically engineered C. glutamicum strains for enhanced fermentative production of 5AVA from glucose.Various expression vectors containing different promoters and origins of replication were examined for optimal expression of Pseudomonas putida davB and davA genes encoding lysine 2-monooxygenase and delta-aminovaleramidase, respectively. Among them, expression of the C. glutamicum codon-optimized davA gene fused with His-Tag at its N-Terminal and the davB gene as an operon under a strong synthetic H promoter (plasmid p36davAB3) in C. glutamicum enabled the most efficient production of 5AVA. Flask culture and fed-batch culture of this strain produced 6.9 and 19.7\ua0g/L (together with 11.9\ua0g/L glutaric acid as major byproduct) of 5AVA, respectively. Homology modeling suggested that endogenous gamma-aminobutyrate aminotransferase encoded by the gabT gene might be responsible for the conversion of 5AVA to glutaric acid in recombinant C. glutamicum. Fed-batch culture of a C. glutamicum gabT mutant-harboring p36davAB3 produced 33.1\ua0g/L 5AVA with much reduced (2.0\ua0g/L) production of glutaric acid.Corynebacterium glutamicum was successfully engineered to produce 5AVA from glucose by optimizing the expression of two key enzymes, lysine 2-monooxygenase and delta-aminovaleramidase. In addition, production of glutaric acid, a major byproduct, was significantly reduced by employing C. glutamicum gabT mutant as a host strain. The metabolically engineered C. glutamicum strains developed in this study should be useful for enhanced fermentative production of the novel C5 platform chemical 5AVA from renewable resources

    3D garment digitisation for virtual wardrobe using a commodity depth sensor

    Get PDF

    Flexible binaural resynthesis of room impulse responses for augmented reality research

    Get PDF
    International audienceA basic building block in audio for Augmented Reality (AR) is the use of virtual sound sources layered on top of any real sources present in an environment. In order to perceive these virtual sources as belonging to the natural scene it is important to match their acoustic parameters to those of a real source with the same characteristics, i.e. radiation properties, sound propagation and head-related impulse response (HRIR). However, it is still unclear to what extent these parameters need to be matched in order to generate plausible scenes in which virtual sound sources blend seamlessly with real sound sources. This contribution presents an auralization framework that allows protyping of augmented reality scenarios from measured multichannel room impulse responses to get a better understanding of the relevance of individual acoustic parameters.A well-established approach for binaural measurement and reproduction of sound scenes is based on capturing binaural room impulse responses (BRIR) using a head and torso simulator (HATS) and convolving these BRIRs dynamically with audio content according to the listener head orientation. However, such measurements are laborious and time consuming, requiring measuring the scene with the HATS in multiple orientations. Additionally, the HATS HRIR is inherently encoded in the BRIRs, making them unsuitable for personalization for different listeners. The approach presented here consists of the resynthesis and dynamic binaural reproduction of multichannel room impulse responses (RIR) using an arbitrary HRIR dataset. Using a compact microphone array, we obtained a pressure RIR and a set of auxiliary RIRs, and we applied the Spatial Decomposition Method (SDM) to estimate the direction-of-arrival (DOA) of the different sound events in the RIR. The DOA information was used to map sound pressure to different locations by means of an HRIR dataset, generating a binaural room impulse response (BRIR) for a specific orientation. By either rotating the DOA or the HRIR data set, BRIRs for any direction may be obtained. Auralizations using SDM are known to whiten the spectrum of late reverberation. Available alternatives such as time-frequency equalization were not feasible in this case, as a different time-frequency filter would be necessary for each direction, resulting in a non-homogeneous equalization of the BRIRs. Instead, the resynthesized BRIRs were decomposed into sub-bands and the decay slope of each sub-band was modified independently to match the reverberation time of the original pressure RIR. In this way we could apply the same reverberation correction factor to all BRIRs. In addition, we used a direction independent equalization to correct for timbral effects of equipment, HRIR, and signal processing. Real-time reproduction was achieved by means of a custom Max/MSP patch, in which the direct sound, early reflections and late reverberation were convolved separately to allow real-time changes in the time-energy properties of the BRIRs. The mixing time of the reproduced BRIRs is configurable and a single direction independent reverberation tail is used. To evaluate the quality of the resynthesis method in a real room, we conducted both objective and perceptual comparisons for a variety of source positions. The objective analysis was performed by comparing real measurements of a KEMAR mannequin with the resynthesis at the same receiver location using a simulated KEMAR HRIR. Typical room acoustic parameters of both real and resynthsized acoustics were found to be in good agreement. The perceptual validation consisted of a comparison of a loudspeaker and its resynthesized counterpart. Non-occluding headphones with individual equalization were used to ensure that listeners were able to simultaneously listen to the real and the virtual samples. Subjects were allowed to listen to the sounds for as long as they desired and freely switch between the real and virtual stimuli in real time. The integration of an Optitrack motion tracking system allowed us to present world-locked audio, accounting for head rotations.We present here the results of this listening test (N = 14) with three sections: discrimination, identification, and qualitative ratings. Preliminary analysis revealed that in these conditions listeners were generally able to discriminate between real and virtual sources and were able to consistently identify which of the presented sources was real and which was virtual. The qualitative analysis revealed that timbral differences are the most prominent cues for discrimination and identification, while spatial cues are well preserved. All the listeners reported good externalization of the binaural audio.Future work includes extending the presented validation to more environments, as well as implementing tools to arbitrarily modify BRIRs in the spatial, temporal, and frequency domains in order to study the perceptual requirements of room acoustics reproduction in AR

    Virtual and Augmented Reality in Basic and Advanced Life Support Training

    Get PDF
    The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user’s manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods

    Virtuaalse proovikabiini 3D kehakujude ja roboti juhtimisalgoritmide uurimine

    Get PDF
    Väitekirja elektrooniline versioon ei sisalda publikatsiooneVirtuaalne riiete proovimine on üks põhilistest teenustest, mille pakkumine võib suurendada rõivapoodide edukust, sest tänu sellele lahendusele väheneb füüsilise töö vajadus proovimise faasis ning riiete proovimine muutub kasutaja jaoks mugavamaks. Samas pole enamikel varem välja pakutud masinnägemise ja graafika meetoditel õnnestunud inimkeha realistlik modelleerimine, eriti terve keha 3D modelleerimine, mis vajab suurt kogust andmeid ja palju arvutuslikku ressurssi. Varasemad katsed on ebaõnnestunud põhiliselt seetõttu, et ei ole suudetud korralikult arvesse võtta samaaegseid muutusi keha pinnal. Lisaks pole varasemad meetodid enamasti suutnud kujutiste liikumisi realistlikult reaalajas visualiseerida. Käesolev projekt kavatseb kõrvaldada eelmainitud puudused nii, et rahuldada virtuaalse proovikabiini vajadusi. Välja pakutud meetod seisneb nii kasutaja keha kui ka riiete skaneerimises, analüüsimises, modelleerimises, mõõtmete arvutamises, orientiiride paigutamises, mannekeenidelt võetud 3D visuaalsete andmete segmenteerimises ning riiete mudeli paigutamises ja visualiseerimises kasutaja kehal. Selle projekti käigus koguti visuaalseid andmeid kasutades 3D laserskannerit ja Kinecti optilist kaamerat ning koostati nendest andmebaas. Neid andmeid kasutati välja töötatud algoritmide testimiseks, mis peamiselt tegelevad riiete realistliku visuaalse kujutamisega inimkehal ja suuruse pakkumise süsteemi täiendamisega virtuaalse proovikabiini kontekstis.Virtual fitting constitutes a fundamental element of the developments expected to rise the commercial prosperity of online garment retailers to a new level, as it is expected to reduce the load of the manual labor and physical efforts required. Nevertheless, most of the previously proposed computer vision and graphics methods have failed to accurately and realistically model the human body, especially, when it comes to the 3D modeling of the whole human body. The failure is largely related to the huge data and calculations required, which in reality is caused mainly by inability to properly account for the simultaneous variations in the body surface. In addition, most of the foregoing techniques cannot render realistic movement representations in real-time. This project intends to overcome the aforementioned shortcomings so as to satisfy the requirements of a virtual fitting room. The proposed methodology consists in scanning and performing some specific analyses of both the user's body and the prospective garment to be virtually fitted, modeling, extracting measurements and assigning reference points on them, and segmenting the 3D visual data imported from the mannequins. Finally, superimposing, adopting and depicting the resulting garment model on the user's body. The project is intended to gather sufficient amounts of visual data using a 3D laser scanner and the Kinect optical camera, to manage it in form of a usable database, in order to experimentally implement the algorithms devised. The latter will provide a realistic visual representation of the garment on the body, and enhance the size-advisor system in the context of the virtual fitting room under study

    Study on 3D modeling and pattern-making for upper garment(上衣の三次元モデルの構築およびパターンメーキングに関する研究)

    Get PDF
    信州大学(Shinshu university)博士(工学)ThesisZHANG JUN. Study on 3D modeling and pattern-making for upper garment(上衣の三次元モデルの構築およびパターンメーキングに関する研究). 信州大学, 2017, 博士論文. 博士(工学), 甲第663号, 平成29年03月20日授与.doctoral thesi

    Prediction of Head Related Transfer Functions Using Machine Learning Approaches

    Get PDF
    The generation of a virtual, personal, auditory space to obtain a high-quality sound experience when using headphones is of great significance. Normally this experience is improved using personalized head-related transfer functions (HRTFs) that depend on a large degree of personal anthropometric information on pinnae. Most of the studies focus their personal auditory optimization analysis on the study of amplitude versus frequency on HRTFs, mainly in the search for significant elevation cues of frequency maps. Therefore, knowing the HRTFs of each individual is of considerable help to improve sound quality. The following work proposes a methodology to model HRTFs according to the individual structure of pinnae using multilayer perceptron and linear regression techniques. It is proposed to generate several models that allow knowing HRTFs amplitude for each frequency based on the personal anthropometric data on pinnae, the azimuth angle, and the elevation of the sound source, thus predicting frequency magnitudes. Experiments show that the prediction of new personal HRTF generates low errors, thus this model can be applied to new heads with different pinnae characteristics with high confidence. Improving the results obtained with the standard KEMAR pinna, usually used in cases where there is a lack of information.The authors wish to thank to the Basque Government for its support through the KK-2019-00033 METALCR2, and the University of the Basque Country UPV/EHU for its support through the MOV21/03

    Applications of Virtual Reality

    Get PDF
    Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students
    corecore