645 research outputs found

    LSDCat: Detection and cataloguing of emission-line sources in integral-field spectroscopy datacubes

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    We present a robust, efficient, and user-friendly algorithm for detecting faint emission-line sources in large integral-field spectroscopic datacubes together with the public release of the software package LSDCat (Line Source Detection and Cataloguing). LSDCat uses a 3-dimensional matched filter approach, combined with thresholding in signal-to-noise, to build a catalogue of individual line detections. In a second pass, the detected lines are grouped into distinct objects, and positions, spatial extents, and fluxes of the detected lines are determined. LSDCat requires only a small number of input parameters, and we provide guidelines for choosing appropriate values. The software is coded in Python and capable to process very large datacubes in a short time. We verify the implementation with a source insertion and recovery experiment utilising a real datacube taken with the MUSE instrument at the ESO Very Large Telescope.Comment: 14 pages. Accepted for publication in Astronomy & Astrophysics. The LSDCat software is available at https://bitbucket.org/Knusper2000/lsdcat, v2 corrected typos and language editin

    Development of image-based surgical planning software for bone-conduction implants

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    The BONEBRIDGE bone-conduction device is used to treat conductive and mixed hearing losses. The size of its floating mass transducer (FMT) can preclude implantation in certain anatomies, necessitating comprehensive surgical planning. Current techniques are time consuming and difficult to transfer to the operating room. The objective of this thesis was to develop software for calculating skull thickness to the dura mater to find locations for the FMT and to the first air cells which guarantee sufficient bone for the implant screws to grasp. Temporal bone computed tomography (CT) images were segmented and processed and custom Matlab code was written to generate and test thickness colormaps. For validation, measurements performed by a trained otologist were compared to the algorithm estimations achieving sub-millimeter accuracy. Results suggest this software can be used in the surgical workflow to automate thickness estimation and aid in finding an ideal location for the BONEBRIDGE device and screws

    Enhancing Physical Objects with Actuated Levitating Particles

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    We describe a novel display concept where levitating particles are used to add a dynamic display element to static physical objects. The particles are actuated using ultrasound, for expressive output without mechanical constraints. We explore novel ways of using particles to add dynamic output to other objects, for new interactive experiences. We also discuss the practical challenges of combining these. This work shows how the unique capabilities of levitation can create novel displays by enhancing another form of media

    Interactive natural user interfaces

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    For many years, science fiction entertainment has showcased holographic technology and futuristic user interfaces that have stimulated the world\u27s imagination. Movies such as Star Wars and Minority Report portray characters interacting with free-floating 3D displays and manipulating virtual objects as though they were tangible. While these futuristic concepts are intriguing, it\u27s difficult to locate a commercial, interactive holographic video solution in an everyday electronics store. As used in this work, it should be noted that the term holography refers to artificially created, free-floating objects whereas the traditional term refers to the recording and reconstruction of 3D image data from 2D mediums. This research addresses the need for a feasible technological solution that allows users to work with projected, interactive and touch-sensitive 3D virtual environments. This research will aim to construct an interactive holographic user interface system by consolidating existing commodity hardware and interaction algorithms. In addition, this work studies the best design practices for human-centric factors related to 3D user interfaces. The problem of 3D user interfaces has been well-researched. When portrayed in science fiction, futuristic user interfaces usually consist of a holographic display, interaction controls and feedback mechanisms. In reality, holographic displays are usually represented by volumetric or multi-parallax technology. In this work, a novel holographic display is presented which leverages a mini-projector to produce a free-floating image onto a fog-like surface. The holographic user interface system will consist of a display component: to project a free-floating image; a tracking component: to allow the user to interact with the 3D display via gestures; and a software component: which drives the complete hardware system. After examining this research, readers will be well-informed on how to build an intuitive, eye-catching holographic user interface system for various application arenas

    ConvBKI: Real-Time Probabilistic Semantic Mapping Network with Quantifiable Uncertainty

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    In this paper, we develop a modular neural network for real-time semantic mapping in uncertain environments, which explicitly updates per-voxel probabilistic distributions within a neural network layer. Our approach combines the reliability of classical probabilistic algorithms with the performance and efficiency of modern neural networks. Although robotic perception is often divided between modern differentiable methods and classical explicit methods, a union of both is necessary for real-time and trustworthy performance. We introduce a novel Convolutional Bayesian Kernel Inference (ConvBKI) layer which incorporates semantic segmentation predictions online into a 3D map through a depthwise convolution layer by leveraging conjugate priors. We compare ConvBKI against state-of-the-art deep learning approaches and probabilistic algorithms for mapping to evaluate reliability and performance. We also create a Robot Operating System (ROS) package of ConvBKI and test it on real-world perceptually challenging off-road driving data.Comment: arXiv admin note: text overlap with arXiv:2209.1066

    OptiTrap: Optimal Trap Trajectories for Acoustic Levitation Displays

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    Acoustic levitation has recently demonstrated the ability to create volumetric content by trapping and quickly moving particles along reference paths to reveal shapes in mid-air. However, the problem of specifying physically feasible trap trajectories to display desired shapes remains unsolved. Even if only the final shape is of interest to the content creator, the trap trajectories need to determine where and when the traps need to be, for the particle to reveal the intended shape. We propose OptiTrap, the first structured numerical approach to compute trap trajectories for acoustic levitation displays. Our approach generates trap trajectories that are physically feasible and nearly time-optimal, and reveal generic mid-air shapes, given only a reference path (i.e., a shape with no time information). We provide a multi-dimensional model of the acoustic forces around a trap to model the trap-particle system dynamics and compute optimal trap trajectories by formulating and solving a non-linear path following problem. We formulate our approach and evaluate it, demonstrating how OptiTrap consistently produces feasible and nearly optimal paths, with increases in size, frequency, and accuracy of the shapes rendered, allowing us to demonstrate larger and more complex shapes than ever shown to date

    Exploring and interrogating astrophysical data in virtual reality

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    Scientists across all disciplines increasingly rely on machine learning algorithms to analyse and sort datasets of ever increasing volume and complexity. Although trends and outliers are easily extracted, careful and close inspection will still be necessary to explore and disentangle detailed behaviour, as well as identify systematics and false positives. We must therefore incorporate new technologies to facilitate scientific analysis and exploration. Astrophysical data is inherently multi-parameter, with the spatial-kinematic dimensions at the core of observations and simulations. The arrival of mainstream virtual-reality (VR) headsets and increased GPU power, as well as the availability of versatile development tools for video games, has enabled scientists to deploy such technology to effectively interrogate and interact with complex data. In this paper we present development and results from custom-built interactive VR tools, called the iDaVIE suite, that are informed and driven by research on galaxy evolution, cosmic large-scale structure, galaxy–galaxy interactions, and gas/kinematics of nearby galaxies in survey and targeted observations. In the new era of Big Data ushered in by major facilities such as the SKA and LSST that render past analysis and refinement methods highly constrained, we believe that a paradigm shift to new software, technology and methods that exploit the power of visual perception, will play an increasingly important role in bridging the gap between statistical metrics and new discovery. We have released a beta version of the iDaVIE software system that is free and open to the community
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