1,168 research outputs found

    Characteristics of flight simulator visual systems

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    The physical parameters of the flight simulator visual system that characterize the system and determine its fidelity are identified and defined. The characteristics of visual simulation systems are discussed in terms of the basic categories of spatial, energy, and temporal properties corresponding to the three fundamental quantities of length, mass, and time. Each of these parameters are further addressed in relation to its effect, its appropriate units or descriptors, methods of measurement, and its use or importance to image quality

    Color television study Final report, Nov. 1965 - Mar. 1966

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    Color television camera for transmission from lunar and earth orbits and lunar surfac

    Functional requirements for the man-vehicle systems research facility

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    The NASA Ames Research Center proposed a man-vehicle systems research facility to support flight simulation studies which are needed for identifying and correcting the sources of human error associated with current and future air carrier operations. The organization of research facility is reviewed and functional requirements and related priorities for the facility are recommended based on a review of potentially critical operational scenarios. Requirements are included for the experimenter's simulation control and data acquisition functions, as well as for the visual field, motion, sound, computation, crew station, and intercommunications subsystems. The related issues of functional fidelity and level of simulation are addressed, and specific criteria for quantitative assessment of various aspects of fidelity are offered. Recommendations for facility integration, checkout, and staffing are included

    Aerospace medicine and biology: A continuing bibliography with indexes

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    This bibliography lists 223 reports, articles, and other documents introduced into the NASA scientific and technical information system in December, 1988

    Spatial integration in computer-augmented realities

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    In contrast to virtual reality, which immerses the user in a wholly computergenerated perceptual environment, augmented reality systems superimpose virtual entities on the user's view of the real world. This concept promises to fulfil new applications in a wide range of fields, but there are some challenging issues to be resolved. One issue relates to achieving accurate registration of virtual and real worlds. Accurate spatial registration is not only required with respect to lateral positioning, but also in depth. A limiting problem with existing optical-see-through displays, typically used for augmenting reality, is that they are incapable of displaying a full range of depth cues. Most significantly, they are unable to occlude real background and hence cannot produce interposition depth cueing. Neither are they able to modify the real-world view in the ways required to produce convincing common illumination effects such as virtual shadows across real surfaces. Also, at present, there are no wholly satisfactory ways of determining suitable common illumination models with which to determine the real-virtual light interactions necessary for producing such depth cues. This thesis establishes that interpositioning is essential for appropriate estimation of depth in augmented realities, and that the presence of shadows provides an important refining cue. It also extends the concept of a transparency alpha-channel to allow optical-see-through systems to display appropriate depth cues. The generalised theory of the approach is described mathematically and algorithms developed to automate generation of display-surface images. Three practical physical display strategies are presented; using a transmissive mask, selective lighting using digital projection, and selective reflection using digital micromirror devices. With respect to obtaining a common illumination model, all current approaches require either . prior knowledge of the light sources illuminating the real scene, or involve inserting some kind of probe into the scene with which to determine real light source position, shape, and intensity. This thesis presents an alternative approach that infers a plausible illumination from a limited view of the scene.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    TOWARDS A COMPUTATIONAL MODEL OF RETINAL STRUCTURE AND BEHAVIOR

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    Human vision is our most important sensory system, allowing us to perceive our surroundings. It is an extremely complex process that starts with light entering the eye and ends inside of the brain, with most of its mechanisms still to be explained. When we observe a scene, the optics of the eye focus an image on the retina, where light signals are processed and sent all the way to the visual cortex of the brain, enabling our visual sensation. The progress of retinal research, especially on the topography of photoreceptors, is often tied to the progress of retinal imaging systems. The latest adaptive optics techniques have been essential for the study of the photoreceptors and their spatial characteristics, leading to discoveries that challenge the existing theories on color sensation. The organization of the retina is associated with various perceptive phenomena, some of them are straightforward and strictly related to visual performance like visual acuity or contrast sensitivity, but some of them are more difficult to analyze and test and can be related to the submosaics of the three classes of cone photoreceptors, like how the huge interpersonal differences between the ratio of different cone classes result in negligible differences in color sensation, suggesting the presence of compensation mechanisms in some stage of the visual system. In this dissertation will be discussed and addressed issues regarding the spatial organization of the photoreceptors in the human retina. A computational model has been developed, organized into a modular pipeline of extensible methods each simulating a different stage of visual processing. It does so by creating a model of spatial distribution of cones inside of a retina, then applying descriptive statistics for each photoreceptor to contribute to the creation of a graphical representation, based on a behavioral model that determines the absorption of photoreceptors. These apparent color stimuli are reconstructed in a representation of the observed scene. The model allows the testing of different parameters regulating the photoreceptor's topography, in order to formulate hypothesis on the perceptual differences arising from variations in spatial organization

    Foveated Path Tracing with Fast Reconstruction and Efficient Sample Distribution

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    Polunseuranta on tietokonegrafiikan piirtotekniikka, jota on käytetty pääasiassa ei-reaaliaikaisen realistisen piirron tekemiseen. Polunseuranta tukee luonnostaan monia muilla tekniikoilla vaikeasti saavutettavia todellisen valon ilmiöitä kuten heijastuksia ja taittumista. Reaaliaikainen polunseuranta on hankalaa polunseurannan suuren laskentavaatimuksen takia. Siksi nykyiset reaaliaikaiset polunseurantasysteemi tuottavat erittäin kohinaisia kuvia, jotka tyypillisesti suodatetaan jälkikäsittelykohinanpoisto-suodattimilla. Erittäin immersiivisiä käyttäjäkokemuksia voitaisiin luoda polunseurannalla, joka täyttäisi laajennetun todellisuuden vaatimukset suuresta resoluutiosta riittävän matalassa vasteajassa. Yksi mahdollinen ratkaisu näiden vaatimusten täyttämiseen voisi olla katsekeskeinen polunseuranta, jossa piirron resoluutiota vähennetään katseen reunoilla. Tämän johdosta piirron laatu on katseen reunoilla sekä harvaa että kohinaista, mikä asettaa suuren roolin lopullisen kuvan koostavalle suodattimelle. Tässä työssä esitellään ensimmäinen reaaliajassa toimiva regressionsuodatin. Suodatin on suunniteltu kohinaisille kuville, joissa on yksi polunseurantanäyte pikseliä kohden. Nopea suoritus saavutetaan tiileissä käsittelemällä ja nopealla sovituksen toteutuksella. Lisäksi työssä esitellään Visual-Polar koordinaattiavaruus, joka jakaa polunseurantanäytteet siten, että niiden jakauma seuraa silmän herkkyysmallia. Visual-Polar-avaruuden etu muihin tekniikoiden nähden on että se vähentää työmäärää sekä polunseurannassa että suotimessa. Nämä tekniikat esittelevät toimivan prototyypin katsekeskeisestä polunseurannasta, ja saattavat toimia tienraivaajina laajamittaiselle realistisen reaaliaikaisen polunseurannan käyttöönotolle.Photo-realistic offline rendering is currently done with path tracing, because it naturally produces many real-life light effects such as reflections, refractions and caustics. These effects are hard to achieve with other rendering techniques. However, path tracing in real time is complicated due to its high computational demand. Therefore, current real-time path tracing systems can only generate very noisy estimate of the final frame, which is then denoised with a post-processing reconstruction filter. A path tracing-based rendering system capable of filling the high resolution in the low latency requirements of mixed reality devices would generate a very immersive user experience. One possible solution for fulfilling these requirements could be foveated path tracing, wherein the rendering resolution is reduced in the periphery of the human visual system. The key challenge is that the foveated path tracing in the periphery is both sparse and noisy, placing high demands on the reconstruction filter. This thesis proposes the first regression-based reconstruction filter for path tracing that runs in real time. The filter is designed for highly noisy one sample per pixel inputs. The fast execution is accomplished with blockwise processing and fast implementation of the regression. In addition, a novel Visual-Polar coordinate space which distributes the samples according to the contrast sensitivity model of the human visual system is proposed. The specialty of Visual-Polar space is that it reduces both path tracing and reconstruction work because both of them can be done with smaller resolution. These techniques enable a working prototype of a foveated path tracing system and may work as a stepping stone towards wider commercial adoption of photo-realistic real-time path tracing

    CHARACTERISTICS OF HEAD MOUNTED DISPLAYS AND THEIR EFFECTS ON SIMULATOR SICKNESS

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    Characteristics of head-mounted displays (HMDs) and their effects on simulator sickness (SS) and presence were investigated. Update delay and wide field of views (FOV) have often been thought to elicit SS. With the exception of Draper et al. (2001), previous research that has examined FOV has failed to consider image scale factor, or the ratio between physical FOV of the HMD display and the geometric field of view (GFOV) of the virtual environment (VE). The current study investigated update delay, image scale factor, and peripheral vision on SS and presence when viewing a real-world scene. Participants donned an HMD and performed active head movements to search for objects located throughout the laboratory. Seven out of the first 28 participants withdrew from the study due to extreme responses. These participants experienced faint-like symptoms, confusion, ataxia, nausea, and tunnel vision. Thereafter, the use of a hand-rail was implemented to provide participants something to grasp while performing the experimental task. The 2X2X2 ANOVA revealed a main effect of peripheral vision, F(1,72) = 6.90, p= .01, indicating peak Simulator Sickness Questionnaire (SSQ) scores were significantly higher when peripheral vision was occluded than when peripheral vision was included. No main effects or interaction effects were revealed on Presence Questionnaire (PQ version 4.0) scores. However, a significant negative correlation of peak SSQ scores and PQ scores, r(77) = -.28, p= .013 was revealed. Participants also were placed into \u27sick\u27 and \u27not-sick\u27 groups based on a median split of SSQ scores. A chi-square analysis revealed that participants who were exposed to an additional update delay of ~200 ms were significantly more likely to be in the \u27sick\u27 group than those who were exposed to no additional update delay. To reduce the occurrence of SS, a degree of peripheral vision of the external world should be included and attempts to reduce update delay should continue. Furthermore, participants should be provided with something to grasp while in an HMD VE. Future studies should seek to investigate a critical amount of peripheral vision and update delay necessary to elicit SS

    Engineering Data Compendium. Human Perception and Performance, Volume 1

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    The concept underlying the Engineering Data Compendium was the product an R and D program (Integrated Perceptual Information for Designers project) aimed at facilitating the application of basic research findings in human performance to the design of military crew systems. The principal objective was to develop a workable strategy for: (1) identifying and distilling information of potential value to system design from existing research literature, and (2) presenting this technical information in a way that would aid its accessibility, interpretability, and applicability by system designers. The present four volumes of the Engineering Data Compendium represent the first implementation of this strategy. This is Volume 1, which contains sections on Visual Acquisition of Information, Auditory Acquisition of Information, and Acquisition of Information by Other Senses

    Photography equipment and techniques. A survey of NASA developments

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    The Apollo program has been the most complex exploration ever attempted by man, requiring extensive research, development, and engineering in most of the sciences before the leap through space could begin. Photography has been used at each step of the way to document the efforts and activities, isolate mistakes, reveal new phenomena, and to record much that cannot be seen by the human eye. At the same time, the capabilities of photography were extended because of the need of meeting space requirements. The results of this work have been applied to community planning and ecology, for example, as well as to space and engineering. Special uses of standard equipment, modifications and new designs, as well as film combinations that indicate actual or potential ecological problems are described
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