9,401 research outputs found
Virtual image out-the-window display system study. Volume 2 - Appendix
Virtual image out-the-window display system imaging techniques and simulation devices - appendices containing background materia
A compressive light field projection system
For about a century, researchers and experimentalists have strived to bring glasses-free 3D experiences to the big screen. Much progress has been made and light field projection systems are now commercially available. Unfortunately, available display systems usually employ dozens of devices making such setups costly, energy inefficient, and bulky. We present a compressive approach to light field synthesis with projection devices. For this purpose, we propose a novel, passive screen design that is inspired by angle-expanding Keplerian telescopes. Combined with high-speed light field projection and nonnegative light field factorization, we demonstrate that compressive light field projection is possible with a single device. We build a prototype light field projector and angle-expanding screen from scratch, evaluate the system in simulation, present a variety of results, and demonstrate that the projector can alternatively achieve super-resolved and high dynamic range 2D image display when used with a conventional screen.MIT Media Lab ConsortiumNatural Sciences and Engineering Research Council of Canada (NSERC Postdoctoral Fellowship)National Science Foundation (U.S.) (Grant NSF grant 0831281
Wearable performance
This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment
A Compressive Multi-Mode Superresolution Display
Compressive displays are an emerging technology exploring the co-design of
new optical device configurations and compressive computation. Previously,
research has shown how to improve the dynamic range of displays and facilitate
high-quality light field or glasses-free 3D image synthesis. In this paper, we
introduce a new multi-mode compressive display architecture that supports
switching between 3D and high dynamic range (HDR) modes as well as a new
super-resolution mode. The proposed hardware consists of readily-available
components and is driven by a novel splitting algorithm that computes the pixel
states from a target high-resolution image. In effect, the display pixels
present a compressed representation of the target image that is perceived as a
single, high resolution image.Comment: Technical repor
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MistForm: adaptive shape changing fog screens
We present MistForm, a shape changing fog display that can support one or two users interacting with either 2D or 3D content. Mistform combines affordances from both shape changing interfaces and mid-air displays. For example, a concave display can maintain content in comfortable reach for a single user, while a convex shape can support several users engaged on individual tasks. MistForm also enables unique interaction possibilities by exploiting the synergies between shape changing interfaces and mid-air fog displays. For instance, moving the screen will affect the brightness and blurriness of the screen at specific locations around the display, creating spaces with similar (collaboration) or different visibility (personalized content). We describe the design of MistForm and analyse its inherent challenges, such as image distortion and uneven brightness on dynamic curved surfaces. We provide a machine learning approach to characterize the shape of the screen and a rendering algorithm to remove aberrations. We finally explore novel interactive possibilities and reflect on their potential and limitations
Light in Power: A General and Parameter-free Algorithm for Caustic Design
We present in this paper a generic and parameter-free algorithm to
efficiently build a wide variety of optical components, such as mirrors or
lenses, that satisfy some light energy constraints. In all of our problems, one
is given a collimated or point light source and a desired illumination after
reflection or refraction and the goal is to design the geometry of a mirror or
lens which transports exactly the light emitted by the source onto the target.
We first propose a general framework and show that eight different optical
component design problems amount to solving a light energy conservation
equation that involves the computation of visibility diagrams. We then show
that these diagrams all have the same structure and can be obtained by
intersecting a 3D Power diagram with a planar or spherical domain. This allows
us to propose an efficient and fully generic algorithm capable to solve these
eight optical component design problems. The support of the prescribed target
illumination can be a set of directions or a set of points located at a finite
distance. Our solutions satisfy design constraints such as convexity or
concavity. We show the effectiveness of our algorithm on simulated and
fabricated examples
Human Visual Navigation: Effects of Visual Context, Navigation Mode, and Gender
Abstract
This thesis extends research on human visual path integration using optic flow cues. In three experiments, a large-scale path-completion task was contextualised within highly-textured authentic virtual environments. Real-world navigational experience was further simulated, through the inclusion of a large roundabout on the route. Three semi-surrounding screens provided a wide field of view. Participants were able to perform the task, but directional estimates showed characteristic errors, which can be explained with a model of distance misperception on the outbound roads of the route. Display and route layout parameters had very strong effects on performance. Gender and navigation mode were also influential.
Participants consistently underestimated the final turn angle when simulated self-motion was viewed passively, on large projection screens in a driving simulator. Error increased with increasing size of the internal angle, on route layouts based on equilateral or isosceles triangles. A compressed range of responses was found.
Higher overall accuracy was observed when a display with smaller desktop computer monitors was used; especially when simulated self-motion was actively controlled with a steering wheel and foot pedals, rather than viewed passively. Patterns and levels of error depended on route layout, which included triangles with non-equivalent lengths of the two outbound roads. A powerful effect on performance was exerted by the length of the "approach segment" on the route: that is, the distance travelled on the first outbound road, combined with the distance travelled between the two outbound roads on the roundabout curve. The final turn angle was generally overestimated on routes with a long approach segment (those with a long first road and a 60° or 90° internal angle), and underestimated on routes with a short approach segment (those with a short first road or the 120° internal angle). Accuracy was higher for active participants on routes with longer approach segments and on 90° angle trials, and for passive participants on routes with shorter approach segments and on 120° angle trials. Active participants treated all internal angles as 90° angles.
Participants performed with lower overall accuracy when optic flow information was disrupted, through the intermittent presentation of self-motion on the small-screen display, in a sequence of static snapshots of the route. Performance was particularly impaired on routes with a long approach segment, but quite accurate on those with a short approach segment. Consistent overestimation of the final angle was observed, and error decreased with increasing size of the internal angle. Participants treated all internal angles as 120° angles.
The level of available visual information did not greatly affect estimates, in general. The degree of curvature on the roundabout mainly influenced estimates by female participants in the Passive condition. Compared with males, females performed less accurately in the driving simulator, and with reduced optic flow cues; but more accurately with the small-screen display on layouts with a short approach segment, and when they had active control of the self-motion.
The virtual environments evoked a sense of presence, but this had no effect on task performance, in general. The environments could be used for training navigational skills where high precision is not required
Understanding the Telematic Apparatus
Under the conditions of its geographic distribution, the “telematic performance” can be regarded as a remediation of traditional concert, theater or dance formats. Conversely, and as this paper argues, the telematic performance can also be understood as an artistic format of its own right, one which then can serve as a trope for social interaction under the conditions of critical posthumanism. To gain a wider perspective, this paper analyzes Alan Turing’s “Imitation Game” from his seminal article Computing Machinery and Intelligence, 1950, proposing it as an early conceptualization of a telematic performance. This against-the-grain reading of Turing’s text reveals certain attributes that are distinctive to this type of performance. Following a descriptive and analytic critique of the “Turing Test,” Vilém Flusser’s theoretical considerations of digitization and technical apparatuses comes into play. In the second and main part of the paper, these findings are applied to a series of artistic practices with telematic performances developed by a research team at Zurich University of the Arts. The section details the construction of telematic apparatuses and demonstrates the multilayered interaction between human and nonhuman agents
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