910 research outputs found

    Spatial cognition in virtual environments

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    Since the last decades of the past century, Virtual Reality (VR) has been developed also as a methodology in research, besides a set of helpful applications in medical field (trainings for surgeons, but also rehabilitation tools). In science, there is still no agreement if the use of this technology in research on cognitive processes allows us to generalize results found in a Virtual Environment (VE) to the human behavior or cognition in the real world. This happens because of a series of differences found in basic perceptual processes (for example, depth perception) suggest a big difference in visual environmental representation capabilities of Virtual scenarios. On the other side, in literature quite a lot of studies can be found, which give a proof of VEs reliability in more than one field (trainings and rehabilitation, but also in some research paradigms). The main aim of this thesis is to investigate if, and in which cases, these two different views can be integrated and shed a new light and insights on the use of VR in research. Through the many experiments conducted in the "Virtual Development and Training Center" of the Fraunhofer Institute in Magdeburg, we addressed both low-level spatial processes (within an "evaluation of distances paradigm") and high-level spatial cognition (using a navigation and visuospatial planning task, called "3D Maps"), trying to address, at the same time, also practical problems as, for example, the use of stereoscopy in VEs or the problem of "Simulator Sickness" during navigation in immersive VEs. The results obtained with our research fill some gaps in literature about spatial cognition in VR and allow us to suggest that the use of VEs in research is quite reliable, mainly if the investigated processes are from the higher level of complexity. In this case, in fact, human brain "adapts" pretty well even to a "new" reality like the one offered by the VR, providing of course a familiarization period and the possibility to interact with the environment; the behavior will then be “like if” the environment was real: what is strongly lacking, at the moment, is the possibility to give a completely multisensorial experience, which is a very important issue in order to get the best from this kind of “visualization” of an artificial world. From a low-level point of view, we can confirm what already found in literature, that there are some basic differences in how our visual system perceives important spatial cues as depth and relationships between objects, and, therefore, we cannot talk about "similar environments" talking about VR and reality. The idea that VR is a "different" reality, offering potentially unlimited possibilities of use, even overcoming some physical limits of the real world, in which this "new" reality can be acquired by our cognitive system just by interacting with it, is therefore discussed in the conclusions of this work

    Spatial cognition in virtual environments

    Get PDF
    Since the last decades of the past century, Virtual Reality (VR) has been developed also as a methodology in research, besides a set of helpful applications in medical field (trainings for surgeons, but also rehabilitation tools). In science, there is still no agreement if the use of this technology in research on cognitive processes allows us to generalize results found in a Virtual Environment (VE) to the human behavior or cognition in the real world. This happens because of a series of differences found in basic perceptual processes (for example, depth perception) suggest a big difference in visual environmental representation capabilities of Virtual scenarios. On the other side, in literature quite a lot of studies can be found, which give a proof of VEs reliability in more than one field (trainings and rehabilitation, but also in some research paradigms). The main aim of this thesis is to investigate if, and in which cases, these two different views can be integrated and shed a new light and insights on the use of VR in research. Through the many experiments conducted in the "Virtual Development and Training Center" of the Fraunhofer Institute in Magdeburg, we addressed both low-level spatial processes (within an "evaluation of distances paradigm") and high-level spatial cognition (using a navigation and visuospatial planning task, called "3D Maps"), trying to address, at the same time, also practical problems as, for example, the use of stereoscopy in VEs or the problem of "Simulator Sickness" during navigation in immersive VEs. The results obtained with our research fill some gaps in literature about spatial cognition in VR and allow us to suggest that the use of VEs in research is quite reliable, mainly if the investigated processes are from the higher level of complexity. In this case, in fact, human brain "adapts" pretty well even to a "new" reality like the one offered by the VR, providing of course a familiarization period and the possibility to interact with the environment; the behavior will then be “like if” the environment was real: what is strongly lacking, at the moment, is the possibility to give a completely multisensorial experience, which is a very important issue in order to get the best from this kind of “visualization” of an artificial world. From a low-level point of view, we can confirm what already found in literature, that there are some basic differences in how our visual system perceives important spatial cues as depth and relationships between objects, and, therefore, we cannot talk about "similar environments" talking about VR and reality. The idea that VR is a "different" reality, offering potentially unlimited possibilities of use, even overcoming some physical limits of the real world, in which this "new" reality can be acquired by our cognitive system just by interacting with it, is therefore discussed in the conclusions of this work

    Analysis of RGB-D camera technologies for supporting different facial usage scenarios

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    Recently a wide variety of applications has been developed integrating 3D functionalities. Advantages given by the possibility of relying on depth information allows the developers to design new algorithms and to improve the existing ones. In particular, for what concerns face morphology, 3D has led to the possibility to obtain face depth maps highly close to reality and consequently an improvement of the starting point for further analysis such as Face Detection, Face Authentication, Face Identification and Face Expression Recognition. The development of the aforementioned applications would have been impossible without the progress of sensor technologies for obtaining 3D information. Several solutions have been adopted over time. In this paper, emphasis is put on passive stereoscopy, structured light, time-of-flight (ToF) and active stereoscopy, namely the most used technologies for the cameras design and fulfilment according to the literature. The aim of this article is to investigate facial applications and to examine 3D camera technologies to suggest some guidelines for addressing the correct choice of a 3D sensor according to the application that has to be developed

    Three-dimensional photography as a new technique to make didactic presentations more attractive

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    In the 21st century, the form of presenting information plays an incredibly important role in arousing interest in research problems. Stereoscopy is among the imaging techniques that have evoked much interest in the recent years. Its numerous applications that can be observed in various fields (such as medicine, space science, law, marketing, or entertainment industry) suggest that we should also use this technology for didactic purposes. The aim of the article is to discuss the process of creating threedimensional photography and the opportunities offered by stereoscopy, which makes it possible to obtain images with depth effect and impression of solidity. The authors describe different ways to obtain threedimensional images and the devices applied in the process, as well as techniques of presenting threedimensional material to a wider audience. The methods of free-viewing (the oldest method of viewing stereoscopic images), anaglyph (a simple method applied in printing and displaying static images and movies on screen), lenticular raster (employing a series of narrow vertical cylindrical lenses), and stereoscopy (in which mirrors, lenses, prisms, or filters are used) are discussed. Also, the application of computer technology is reviewed and the ways in which stereoscopy can benefit from this medium owing to the use of LCD shutter glasses. Contemporary technology offers considerable opportunities, at the same time posing ever-increasing demands, which are mentioned in the paper, too. Teaching is most effective when information is received through multiple channels, combining verbal and visual messages. Owing to 3D images, the recipients grasp more information details, remember them longer, and are more interested in the message content. Creating didactic presentations with the use of three-dimensional photographs or films is presented as a way of arousing interest, allowing direct participation in the cognitive process, and facilitating the reception of the transmitted content

    Analysis of RGB-D camera technologies for supporting different facial usage scenarios

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    AbstractRecently a wide variety of applications has been developed integrating 3D functionalities. Advantages given by the possibility of relying on depth information allows the developers to design new algorithms and to improve the existing ones. In particular, for what concerns face morphology, 3D has led to the possibility to obtain face depth maps highly close to reality and consequently an improvement of the starting point for further analysis such as Face Detection, Face Authentication, Face Identification and Face Expression Recognition. The development of the aforementioned applications would have been impossible without the progress of sensor technologies for obtaining 3D information. Several solutions have been adopted over time. In this paper, emphasis is put on passive stereoscopy, structured light, time-of-flight (ToF) and active stereoscopy, namely the most used technologies for the cameras design and fulfilment according to the literature. The aim of this article is to investigate facial applications and to examine 3D camera technologies to suggest some guidelines for addressing the correct choice of a 3D sensor according to the application that has to be developed

    Influence of immersion on user's spatial presence and memory in virtual environments

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    This study examines the influence of immersion on users' sense of spatial presence and spatial memory in virtual environments. The single factor was systematically manipulated in three conditions. A sample of 32 participants was used to test the study hypotheses. This study employed a between-subject design, and participants were randomly assigned to one of the three experimental conditions. The results from statistical analysis of covariance (ANCOVA) revealed the influence of immersion on the spatial presence and spatial memory. The results of this study revealed that higher level of immersion including a wider field of view and the stereoscopic display did lead to a greater sense of presence and improved spatial memory performance. This study has practical implications across various domains including architectural design and visualization, developing virtual reality systems, and training simulators.Includes bibliographical reference

    Shared-Frustum stereo rendering

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.Includes bibliographical references (p. 52-54).by Michael Vincent Capps.S.M

    Panoramic Stereovision and Scene Reconstruction

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    With advancement of research in robotics and computer vision, an increasingly high number of applications require the understanding of a scene in three dimensions. A variety of systems are deployed to do the same. This thesis explores a novel 3D imaging technique. This involves the use of catadioptric cameras in a stereoscopic arrangement. A secondary system aims to stabilize the system in the event that the cameras are misaligned during operation. The system provides a stark advantage due to it being a cost effective alternative to present day standard state-of-the-art systems that achieve the same goal of 3D imaging. The compromise lies in the quality of depth estimation, which can be overcome with a different imager and calibration. The result was a panoramic disparity map generated by the system

    Multi-view Rendering using GPU for 3-D Displays

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    Creating computer graphics based content forstereoscopic and auto-stereoscopic displays require renderinga scene several times from slightly different viewpoints. In thatcase, maintaining real-time rendering can be a difficult goal if thegeometry reaches thousands of triangles. However, similaritiesexist among the vertices belonging to the different views likethe texture, some transformations or parts of the lightning. Inthis paper, we present a single pass algorithm using the GPUthat speeds-up the rendering of stereoscopic and multi-viewimages. The geometry is duplicated and transformed for thenew viewpoints using a shader program, which avoid redundantoperations on vertices
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