6,776 research outputs found
Exploring the Potential of 3D Visualization Techniques for Usage in Collaborative Design
Best practice for collaborative design demands good interaction between its collaborators. The capacity to share common knowledge about design models at hand is a basic requirement. With current advancing technologies gathering collective knowledge is more straightforward, as the dialog between experts can be supported better. The potential for 3D visualization techniques to become the right support tool for collaborative design is explored. Special attention is put on the possible usage for remote collaboration. The opportunities for current state-of-the-art visualization techniques from stereoscopic vision to holographic displays are researched. A classification of the various systems is explored with respect to their tangible usage for augmented reality. Appropriate interaction methods can be selected based on the usage scenario
Future Directions in Astronomy Visualisation
Despite the large budgets spent annually on astronomical research equipment
such as telescopes, instruments and supercomputers, the general trend is to
analyse and view the resulting datasets using small, two-dimensional displays.
We report here on alternative advanced image displays, with an emphasis on
displays that we have constructed, including stereoscopic projection, multiple
projector tiled displays and a digital dome. These displays can provide
astronomers with new ways of exploring the terabyte and petabyte datasets that
are now regularly being produced from all-sky surveys, high-resolution computer
simulations, and Virtual Observatory projects. We also present a summary of the
Advanced Image Displays for Astronomy (AIDA) survey which we conducted from
March-May 2005, in order to raise some issues pertitent to the current and
future level of use of advanced image displays.Comment: 13 pages, 2 figures, accepted for publication in PAS
An affordable surround-screen virtual reality display
Building a projection-based virtual reality display is a time, cost, and resource intensive enterprise andmany details contribute to the final display quality. This is especially true for surround-screen displays wheremost of them are one-of-a-kind systems or custom-made installations with specialized projectors, framing, andprojection screens. In general, the costs of acquiring these types of systems have been in the hundreds and evenmillions of dollars, specifically for those supporting synchronized stereoscopic projection across multiple screens.Furthermore, the maintenance of such systems adds an additional recurrent cost, which makes them hard to affordfor a general introduction in a wider range of industry, academic, and research communities.We present a low-cost, easy to maintain surround-screen design based on off-the-shelf affordable componentsfor the projection screens, framing, and display system. The resulting system quality is comparable to significantlymore expensive commercially available solutions. Additionally, users with average knowledge can implement ourdesign and it has the added advantage that single components can be individually upgraded based on necessity aswell as available funds
Graphical techniques to assist in pointing and control studies of orbiting spacecraft
Computer generated graphics are developed to assist in the modeling and assessment of pointing and control systems of orbiting spacecraft. Three-dimensional diagrams are constructed of the Earth and of geometrical models which resemble the spacecraft of interest. Orbital positioning of the spacecraft model relative to the Earth and the orbital ground track are then displayed. A star data base is also available which may be used for telescope pointing and star tracker field-of-views to visually assist in spacecraft pointing and control studies. A geometrical model of the Hubble Space Telescope (HST) is constructed and placed in Earth orbit to demonstrate the use of these programs. Simulated star patterns are then displayed corresponding to the primary mirror's FOV and the telescope's star trackers for various telescope orientations with respect to the celestial sphere
Assessing the Zone of Comfort in Stereoscopic Displays using EEG
The conflict between vergence (eye movement) and accommodation (crystalline
lens deformation) occurs in every stereoscopic display. It could cause
important stress outside the "zone of comfort", when stereoscopic effect is too
strong. This conflict has already been studied using questionnaires, during
viewing sessions of several minutes. The present pilot study describes an
experimental protocol which compares two different comfort conditions using
electroencephalography (EEG) over short viewing sequences. Analyses showed
significant differences both in event-related potentials (ERP) and in frequency
bands power. An uncomfortable stereoscopy correlates with a weaker negative
component and a delayed positive component in ERP. It also induces a power
decrease in the alpha band and increases in theta and beta bands. With fast
responses to stimuli, EEG is likely to enable the conception of adaptive
systems, which could tune the stereoscopic experience according to each viewer
Von Bezold assimilation effect reverses in stereoscopic conditions
Lightness contrast and lightness assimilation are opposite phenomena: in contrast,
grey targets appear darker when bordering bright surfaces (inducers) rather than dark ones; in
assimilation, the opposite occurs. The question is: which visual process favours the occurrence
of one phenomenon over the other? Researchers provided three answers to this question. The
first asserts that both phenomena are caused by peripheral processes; the second attributes their
occurrence to central processes; and the third claims that contrast involves central processes,
whilst assimilation involves peripheral ones. To test these hypotheses, an experiment on an IT
system equipped with goggles for stereo vision was run. Observers were asked to evaluate the
lightness of a grey target, and two variables were systematically manipulated: (i) the apparent
distance of the inducers; and (ii) brightness of the inducers. The retinal stimulation was kept
constant throughout, so that the peripheral processes remained the same. The results show that
the lightness of the target depends on both variables. As the retinal stimulation was kept constant, we
conclude that central mechanisms are involved in both lightness contrast and lightness assimilation
- …