44,534 research outputs found

    Methods of visualisation

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    Detect the unexpected: a science for surveillance

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    Purpose – The purpose of this paper is to outline a strategy for research development focused on addressing the neglected role of visual perception in real life tasks such as policing surveillance and command and control settings. Approach – The scale of surveillance task in modern control room is expanding as technology increases input capacity at an accelerating rate. The authors review recent literature highlighting the difficulties that apply to modern surveillance and give examples of how poor detection of the unexpected can be, and how surprising this deficit can be. Perceptual phenomena such as change blindness are linked to the perceptual processes undertaken by law-enforcement personnel. Findings – A scientific programme is outlined for how detection deficits can best be addressed in the context of a multidisciplinary collaborative agenda between researchers and practitioners. The development of a cognitive research field specifically examining the occurrence of perceptual “failures” provides an opportunity for policing agencies to relate laboratory findings in psychology to their own fields of day-to-day enquiry. Originality/value – The paper shows, with examples, where interdisciplinary research may best be focussed on evaluating practical solutions and on generating useable guidelines on procedure and practice. It also argues that these processes should be investigated in real and simulated context-specific studies to confirm the validity of the findings in these new applied scenarios

    Measuring Visual Consistency in 3D Rendering Systems

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    One of the major challenges facing a present day game development company is the removal of bugs from such complex virtual environments. This work presents an approach for measuring the correctness of synthetic scenes generated by a rendering system of a 3D application, such as a computer game. Our approach builds a database of labelled point clouds representing the spatiotemporal colour distribution for the objects present in a sequence of bug-free frames. This is done by converting the position that the pixels take over time into the 3D equivalent points with associated colours. Once the space of labelled points is built, each new image produced from the same game by any rendering system can be analysed by measuring its visual inconsistency in terms of distance from the database. Objects within the scene can be relocated (manually or by the application engine); yet the algorithm is able to perform the image analysis in terms of the 3D structure and colour distribution of samples on the surface of the object. We applied our framework to the publicly available game RacingGame developed for Microsoft(R) Xna(R). Preliminary results show how this approach can be used to detect a variety of visual artifacts generated by the rendering system in a professional quality game engine

    Three-dimensional face recognition: An Eigensurface approach

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    We evaluate a new approach to face recognition using a variety of surface representations of three-dimensional facial structure. Applying principal component analysis (PCA), we show that high levels of recognition accuracy can be achieved on a large database of 3D face models, captured under conditions that present typical difficulties to more conventional two-dimensional approaches. Applying a ran-c of image processing, techniques we identify the most effective surface representation for use in such application areas as security surveillance, data compression and archive searching

    Artefacts and Errors: Acknowledging Issues of Representation in the Digital: Imaging of Ancient Texts

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    It is assumed, in palaeography, papyrology and epigraphy, that a certain amount of uncertainty is inherent in the reading of damaged and abraded texts. Yet we have not really grappled with the fact that, nowadays, as many scholars tend to deal with digital images of texts, rather than handling the texts themselves, the procedures for creating digital images of texts can insert further uncertainty into the representation of the text created. Technical distortions can lead to the unintentional introduction of ‘artefacts’ into images, which can have an effect on the resulting representation. If we cannot trust our digital surrogates of texts, can we trust the readings from them? How do scholars acknowledge the quality of digitised images of texts? Furthermore, this leads us to the type of discussions of representation that have been present in Classical texts since Plato: digitisation can be considered as an alternative form of representation, bringing to the modern debate of the use of digital technology in Classics the familiar theories of mimesis (imitation) and ekphrasis (description): the conversion of visual evidence into explicit descriptions of that information, stored in computer files in distinct linguistic terms, with all the difficulties of conversion understood in the ekphratic process. The community has not yet considered what becoming dependent on digital texts means for the field, both in practical and theoretical terms. Issues of quality, copying, representation, and substance should be part of our dialogue when we consult digital surrogates of documentary material, yet we are just constructing understandings of what it means to rely on virtual representations of artefacts. It is necessary to relate our understandings of uncertainty in palaeography and epigraphy to our understanding of the mechanics of visualization employed by digital imaging techniques, if we are to fully understand the impact that these will have

    Inductive learning spatial attention

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    This paper investigates the automatic induction of spatial attention from the visual observation of objects manipulated on a table top. In this work, space is represented in terms of a novel observer-object relative reference system, named Local Cardinal System, defined upon the local neighbourhood of objects on the table. We present results of applying the proposed methodology on five distinct scenarios involving the construction of spatial patterns of coloured blocks
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