94,936 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

    Development of an image converter of radical design

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    A long term investigation of thin film sensors, monolithic photo-field effect transistors, and epitaxially diffused phototransistors and photodiodes to meet requirements to produce acceptable all solid state, electronically scanned imaging system, led to the production of an advanced engineering model camera which employs a 200,000 element phototransistor array (organized in a matrix of 400 rows by 500 columns) to secure resolution comparable to commercial television. The full investigation is described for the period July 1962 through July 1972, and covers the following broad topics in detail: (1) sensor monoliths; (2) fabrication technology; (3) functional theory; (4) system methodology; and (5) deployment profile. A summary of the work and conclusions are given, along with extensive schematic diagrams of the final solid state imaging system product

    Loss-resilient Coding of Texture and Depth for Free-viewpoint Video Conferencing

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    Free-viewpoint video conferencing allows a participant to observe the remote 3D scene from any freely chosen viewpoint. An intermediate virtual viewpoint image is commonly synthesized using two pairs of transmitted texture and depth maps from two neighboring captured viewpoints via depth-image-based rendering (DIBR). To maintain high quality of synthesized images, it is imperative to contain the adverse effects of network packet losses that may arise during texture and depth video transmission. Towards this end, we develop an integrated approach that exploits the representation redundancy inherent in the multiple streamed videos a voxel in the 3D scene visible to two captured views is sampled and coded twice in the two views. In particular, at the receiver we first develop an error concealment strategy that adaptively blends corresponding pixels in the two captured views during DIBR, so that pixels from the more reliable transmitted view are weighted more heavily. We then couple it with a sender-side optimization of reference picture selection (RPS) during real-time video coding, so that blocks containing samples of voxels that are visible in both views are more error-resiliently coded in one view only, given adaptive blending will erase errors in the other view. Further, synthesized view distortion sensitivities to texture versus depth errors are analyzed, so that relative importance of texture and depth code blocks can be computed for system-wide RPS optimization. Experimental results show that the proposed scheme can outperform the use of a traditional feedback channel by up to 0.82 dB on average at 8% packet loss rate, and by as much as 3 dB for particular frames

    Absorbing new subjects: holography as an analog of photography

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    I discuss the early history of holography and explore how perceptions, applications, and forecasts of the subject were shaped by prior experience. I focus on the work of Dennis Gabor (1900–1979) in England,Yury N. Denisyuk (b. 1924) in the Soviet Union, and Emmett N. Leith (1927–2005) and Juris Upatnieks (b. 1936) in the United States. I show that the evolution of holography was simultaneously promoted and constrained by its identification as an analog of photography, an association that influenced its assessment by successive audiences of practitioners, entrepreneurs, and consumers. One consequence is that holography can be seen as an example of a modern technical subject that has been shaped by cultural influences more powerfully than generally appreciated. Conversely, the understanding of this new science and technology in terms of an older one helps to explain why the cultural effects of holography have been more muted than anticipated by forecasters between the 1960s and 1990s

    Intimate Nevada: Artists Respond

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    Creative Works Winner Most of us know Nevada beyond the Strip. It’s a place of houses, of shopping plazas, of movie theaters, and grocery stores. A place of hotels that are also places of work. A place of basins, ranges, vistas, and nature. A place of personal history. For Intimate Nevada: Artists Respond, curators Lauren Paljusaj (ENG BA ‘20) and Anne Savage (CFA BA ‘22), draw on photographs found in UNLV Special Collections to uncover the intimate visuality of a Nevada of past centuries. The exhibition focuses on how the imaged built landscape of early 20th century Southern Nevada (Paljusaj) and candids and personal snapshots of 1910s Las Vegas (Savage) allow us to interpret the past in light of who we are today. It also shows how artists utilize research archives and the bottomless fascination of material memory to respond to historical artifacts

    Electronic Information in School Libraries

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    Microcomputers have progressed from toys to tools in managing school libraries. Equipment inventory, circulation, online catalogs, acquisitions, and serials management/check-in have all been affected. In addition, high technology has presented new possibilities for educating young people, and school librarians are faced with a role change as they rise to meet this challenge.published or submitted for publicatio
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