939 research outputs found
Acoustic heritage and audio creativity: the creative application of sound in the representation, understanding and experience of past environments
Acoustic Heritage is one aspect of archaeoacoustics, and refers more specifically to the quantifiable acoustic properties of buildings, sites and landscapes from our architectural and archaeological past, forming an important aspect of our intangible cultural heritage. Auralisation, the audio equivalent of 3D visualization, enables these acoustic properties, captured via the process of measurement and survey, or computer based modelling, to form the basis of an audio reconstruction and presentation of the studied space. This paper examines the application of auralisation and audio creativity as a means to explore our acoustic heritage, thereby diversifying and enhancing the toolset available to the digital heritage or humanities researcher. The Open Acoustic Impulse Response (OpenAIR) library is an online repository for acoustic impulse response and auralisation data, with a significant part having been gathered from a broad range of heritage sites. The methodology used to gather this acoustic data is discussed, together with the processes used in generating and calibrating a comparable computer model, and how the data generated might be analysed and presented. The creative use of this acoustic data is also considered, in the context of music production, mixed media artwork and audio for gaming. More specifically to digital heritage is how these data can be used to create new experiences of past environments, as information, interpretation, guide or artwork and ultimately help to articulate new research questions and explorations of our acoustic heritage
Mixed reality enhanced user interactive path planning for omnidirectional mobile robot
This paper proposes a novel control system for the path planning of an omnidirectional mobile robot based on mixed reality. Most research on mobile robots is carried out in a completely real environment or a completely virtual environment. However, a real environment containing virtual objects has important actual applications. The proposed system can control the movement of the mobile robot in the real environment, as well as the interaction between the mobile robot’s motion and virtual objects which can be added to a real environment. First, an interactive interface is presented in the mixed reality device HoloLens. The interface can display the map, path, control command, and other information related to the mobile robot, and it can add virtual objects to the real map to realize a real-time interaction between the mobile robot and the virtual objects. Then, the original path planning algorithm, vector field histogram* (VFH*), is modified in the aspects of the threshold, candidate direction selection, and cost function, to make it more suitable for the scene with virtual objects, reduce the number of calculations required, and improve the security. Experimental results demonstrated that this proposed method can generate the motion path of the mobile robot according to the specific requirements of the operator, and achieve a good obstacle avoidance performance
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Holoscopic 3D imaging and display technology: Camera/ processing/ display
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonHoloscopic 3D imaging “Integral imaging” was first proposed by Lippmann in 1908. It has become an attractive technique for creating full colour 3D scene that exists in space. It promotes a single camera aperture for recording spatial information of a real scene and it uses a regularly spaced microlens arrays to simulate the principle of Fly’s eye technique, which creates physical duplicates of light field “true 3D-imaging technique”.
While stereoscopic and multiview 3D imaging systems which simulate human eye technique are widely available in the commercial market, holoscopic 3D imaging technology is still in the research phase. The aim of this research is to investigate spatial resolution of holoscopic 3D imaging and display technology, which includes holoscopic 3D camera, processing and display.
Smart microlens array architecture is proposed that doubles spatial resolution of holoscopic 3D camera horizontally by trading horizontal and vertical resolutions. In particular, it overcomes unbalanced pixel aspect ratio of unidirectional holoscopic 3D images. In addition, omnidirectional holoscopic 3D computer graphics rendering techniques are proposed that simplify the rendering complexity and facilitate holoscopic 3D content generation.
Holoscopic 3D image stitching algorithm is proposed that widens overall viewing angle of holoscopic 3D camera aperture and pre-processing of holoscopic 3D image filters are proposed for spatial data alignment and 3D image data processing. In addition, Dynamic hyperlinker tool is developed that offers interactive holoscopic 3D video content search-ability and browse-ability.
Novel pixel mapping techniques are proposed that improves spatial resolution and visual definition in space. For instance, 4D-DSPM enhances 3D pixels per inch from 44 3D-PPIs to 176 3D-PPIs horizontally and achieves spatial resolution of 1365 × 384 3D-Pixels whereas the traditional spatial resolution is 341 × 1536 3D-Pixels. In addition distributed pixel mapping is proposed that improves quality of holoscopic 3D scene in space by creating RGB-colour channel elemental images
Ambisonics
This open access book provides a concise explanation of the fundamentals and background of the surround sound recording and playback technology Ambisonics. It equips readers with the psychoacoustical, signal processing, acoustical, and mathematical knowledge needed to understand the inner workings of modern processing utilities, special equipment for recording, manipulation, and reproduction in the higher-order Ambisonic format. The book comes with various practical examples based on free software tools and open scientific data for reproducible research. The book’s introductory section offers a perspective on Ambisonics spanning from the origins of coincident recordings in the 1930s to the Ambisonic concepts of the 1970s, as well as classical ways of applying Ambisonics in first-order coincident sound scene recording and reproduction that have been practiced since the 1980s. As, from time to time, the underlying mathematics become quite involved, but should be comprehensive without sacrificing readability, the book includes an extensive mathematical appendix. The book offers readers a deeper understanding of Ambisonic technologies, and will especially benefit scientists, audio-system and audio-recording engineers. In the advanced sections of the book, fundamentals and modern techniques as higher-order Ambisonic decoding, 3D audio effects, and higher-order recording are explained. Those techniques are shown to be suitable to supply audience areas ranging from studio-sized to hundreds of listeners, or headphone-based playback, regardless whether it is live, interactive, or studio-produced 3D audio material
APPLICATION OF THE ARTEC EVA SCANNER FOR ORTHOTICS IN PRACTICE
Tento článok sa týka spôsobov, ktoré sú k dispozícii na skeneri Artec Eva v oblasti protetiky a protetiky so zameraním na tvár a krk. Metodika je rozdelená do 5 základných skupín - príprava prostredia, skener, predmety, skenovanie a 3D modely. Praktická časť obsahuje 3D vybrané vybrané objekty, ktoré obsahujú ukážky iných druhov, konkrétne oblasti dosahu vlasov, brady a oblasti očí
Doctor of Philosophy
dissertationThree-dimensional (3D) models of industrial plant primitives are used extensively in modern asset design, management, and visualization systems. Such systems allow users to efficiently perform tasks in Computer Aided Design (CAD), life-cycle management, construction progress monitoring, virtual reality training, marketing walk-throughs, or other visualization. Thus, capturing industrial plant models has correspondingly become a rapidly growing industry. The purpose of this research was to demonstrate an efficient way to ascertain physical model parameters of reflectance properties of industrial plant primitives for use in CAD and 3D modeling visualization systems. The first part of this research outlines the sources of error corresponding to 3D models created from Light Detection and Ranging (LiDAR) point clouds. Fourier analysis exposes the error due to a LiDAR system's finite sampling rate. Taylor expansion illustrates the errors associated with linearization due to flat polygonal surfaces. Finally, a statistical analysis of the error associated with LiDar scanner hardware is presented. The second part of this research demonstrates a method for determining Phong specular and Oren-Nayar diffuse reflectance parameters for modeling and rendering pipes, the most ubiquitous form of industrial plant primitives. For specular reflectance, the Phong model is used. Estimates of specular and diffuse parameters of two ideal cylinders and one measured cylinder using brightness data acquired from a LiDAR scanner are presented. The estimated reflectance model of the measured cylinder has a mean relative error of 2.88% and a standard deviation of relative error of 4.0%. The final part of this research describes a method for determining specular, diffuse and color material properties and applies the method to seven pipes from an industrial plant. The colorless specular and diffuse properties were estimated by numerically inverting LiDAR brightness data. The color ambient and diffuse properties are estimated using k-means clustering. The colorless properties yielded estimated brightness values that are within an RMS of 3.4% with a maximum of 7.0% and a minimum of 1.6%. The estimated color properties effected an RMS residual of 13.2% with a maximum of 20.3% and a minimum of 9.1%
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