28 research outputs found

    Communication of Digital Material Appearance Based on Human Perception

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    Im alltĂ€gliche Leben begegnen wir digitalen Materialien in einer Vielzahl von Situationen wie beispielsweise bei Computerspielen, Filmen, ReklamewĂ€nden in zB U-Bahn Stationen oder beim Online-Kauf von Kleidungen. WĂ€hrend einige dieser Materialien durch digitale Modelle reprĂ€sentiert werden, welche das Aussehen einer bestimmten OberflĂ€che in AbhĂ€ngigkeit des Materials der FlĂ€che sowie den Beleuchtungsbedingungen beschreiben, basieren andere digitale Darstellungen auf der simplen Verwendung von Fotos der realen Materialien, was zB bei Online-Shopping hĂ€ufig verwendet wird. Die Verwendung von computer-generierten Materialien ist im Vergleich zu einzelnen Fotos besonders vorteilhaft, da diese realistische Erfahrungen im Rahmen von virtuellen Szenarien, kooperativem Produkt-Design, Marketing wĂ€hrend der prototypischen Entwicklungsphase oder der Ausstellung von Möbeln oder Accesoires in spezifischen Umgebungen erlauben. WĂ€hrend mittels aktueller Digitalisierungsmethoden bereits eine beeindruckende ReproduktionsqualitĂ€t erzielt wird, wird eine hochprĂ€zise photorealistische digitale Reproduktion von Materialien fĂŒr die große Vielfalt von Materialtypen nicht erreicht. Daher verwenden viele Materialkataloge immer noch Fotos oder sogar physikalische Materialproben um ihre Kollektionen zu reprĂ€sentieren. Ein wichtiger Grund fĂŒr diese LĂŒcke in der Genauigkeit des Aussehens von digitalen zu echten Materialien liegt darin, dass die ZusammenhĂ€nge zwischen physikalischen Materialeigenschaften und der vom Menschen wahrgenommenen visuellen QualitĂ€t noch weitgehend unbekannt sind. Die im Rahmen dieser Arbeit durchgefĂŒhrten Untersuchungen adressieren diesen Aspekt. Zu diesem Zweck werden etablierte digitalie Materialmodellen bezĂŒglich ihrer Eignung zur Kommunikation von physikalischen und sujektiven Materialeigenschaften untersucht, wobei Beobachtungen darauf hinweisen, dass ein Teil der fĂŒhlbaren/haptischen Informationen wie z.B. MaterialstĂ€rke oder HĂ€rtegrad aufgrund der dem Modell anhaftenden geometrische Abstraktion verloren gehen. Folglich wird im Rahmen der Arbeit das Zusammenspiel der verschiedenen Sinneswahrnehmungen (mit Fokus auf die visuellen und akustischen ModalitĂ€ten) untersucht um festzustellen, welche Informationen wĂ€hrend des Digitalisierungsprozesses verloren gehen. Es zeigt sich, dass insbesondere akustische Informationen in Kombination mit der visuellen Wahrnehmung die EinschĂ€tzung fĂŒhlbarer Materialeigenschaften erleichtert. Eines der Defizite bei der Analyse des Aussehens von Materialien ist der Mangel bezĂŒglich sich an der Wahnehmung richtenden Metriken die eine Beantwortung von Fragen wie z.B. "Sind die Materialien A und B sich Ă€hnlicher als die Materialien C und D?" erlauben, wie sie in vielen Anwendungen der Computergrafik auftreten. Daher widmen sich die im Rahmen dieser Arbeit durchgefĂŒhrten Studien auch dem Vergleich von unterschiedlichen MaterialreprĂ€sentationen im Hinblick auf. Zu diesem Zweck wird eine Methodik zur Berechnung der wahrgenommenen paarweisen Ähnlichkeit von Material-Texturen eingefĂŒhrt, welche auf der Verwendung von Textursyntheseverfahren beruht und sich an der Idee/dem Begriff der geradenoch-wahrnehmbaren Unterschiede orientiert. Der vorgeschlagene Ansatz erlaubt das Überwinden einiger Probleme zuvor veröffentlichter Methoden zur Bestimmung der Änhlichkeit von Texturen und fĂŒhrt zu sinnvollen/plausiblen Distanzen von Materialprobem. Zusammenfassend fĂŒhren die im Rahmen dieser Dissertation dargestellten Inhalte/Verfahren zu einem tieferen VerstĂ€ndnis bezĂŒglich der menschlichen Wahnehmung von digitalen bzw. realen Materialien ĂŒber unterschiedliche Sinne, einem besseren VerstĂ€ndnis bzgl. der Bewertung der Ähnlichkeit von Texturen durch die Entwicklung einer neuen perzeptuellen Metrik und liefern grundlegende Einsichten fĂŒr zukĂŒnftige Untersuchungen im Bereich der Perzeption von digitalen Materialien.In daily life, we encounter digital materials and interact with them in numerous situations, for instance when we play computer games, watch a movie, see billboard in the metro station or buy new clothes online. While some of these virtual materials are given by computational models that describe the appearance of a particular surface based on its material and the illumination conditions, some others are presented as simple digital photographs of real materials, as is usually the case for material samples from online retailing stores. The utilization of computer-generated materials entails significant advantages over plain images as they allow realistic experiences in virtual scenarios, cooperative product design, advertising in prototype phase or exhibition of furniture and wearables in specific environments. However, even though exceptional material reproduction quality has been achieved in the domain of computer graphics, current technology is still far away from highly accurate photo-realistic virtual material reproductions for the wide range of existing categories and, for this reason, many material catalogs still use pictures or even physical material samples to illustrate their collections. An important reason for this gap between digital and real material appearance is that the connections between physical material characteristics and the visual quality perceived by humans are far from well-understood. Our investigations intend to shed some light in this direction. Concretely, we explore the ability of state-of-the-art digital material models in communicating physical and subjective material qualities, observing that part of the tactile/haptic information (eg thickness, hardness) is missing due to the geometric abstractions intrinsic to the model. Consequently, in order to account for the information deteriorated during the digitization process, we investigate the interplay between different sensing modalities (vision and hearing) and discover that particular sound cues, in combination with visual information, facilitate the estimation of such tactile material qualities. One of the shortcomings when studying material appearance is the lack of perceptually-derived metrics able to answer questions like "are materials A and B more similar than C and D?", which arise in many computer graphics applications. In the absence of such metrics, our studies compare different appearance models in terms of how capable are they to depict/transmit a collection of meaningful perceptual qualities. To address this problem, we introduce a methodology to compute the perceived pairwise similarity between textures from material samples that makes use of patch-based texture synthesis algorithms and is inspired on the notion of Just-Noticeable Differences. Our technique is able to overcome some of the issues posed by previous texture similarity collection methods and produces meaningful distances between samples. In summary, with the contents presented in this thesis we are able to delve deeply in how humans perceive digital and real materials through different senses, acquire a better understanding of texture similarity by developing a perceptually-based metric and provide a groundwork for further investigations in the perception of digital materials

    Flow Imaging Using MRI: Quantification and Analysis

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    A complex and challenging problem in flow study is to obtain quantitative flow information in opaque systems, for example, blood flow in biological systems and flow channels in chemical reactors. In this regard, MRI is superior to the conventional optical flow imaging or ultrasonic Doppler imaging. However, for high speed flows, complex flow behaviors and turbulences make it difficult to image and analyze the flows. In MR flow imaging, MR tagging technique has demonstrated its ability to simultaneously visualize motion in a sequence of images. Moreover, a quantification method, namely HARmonic Phase (HARP) analysis, can extract a dense velocity field from tagged MR image sequence with minimal manual intervention. In this work, we developed and validated two new MRI methods for quantification of very rapid flows. First, HARP was integrated with a fast MRI imaging method called SEA (Single Echo Acquisition) to image and analyze high velocity flows. Second, an improved HARP method was developed to deal with tag fading and data noise in the raw MRI data. Specifically, a regularization method that incorporates the law of flow dynamics in the HARP analysis was developed. Finally, the methods were validated using results from the computational fluid dynamics (CFD) and the conventional optimal flow imaging based on particle image velocimetry (PIV). The results demonstrated the improvement from the quantification using solely the conventional HARP method

    Head tracking two-image 3D television displays

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    The research covered in this thesis encompasses the design of novel 3D displays, a consideration of 3D television requirements and a survey of autostereoscopic methods is also presented. The principle of operation of simple 3D display prototypes is described, and design of the components of optical systems is considered. A description of an appropriate non-contact infrared head tracking method suitable for use with 3D television displays is also included. The thesis describes how the operating principle of the displays is based upon a twoimage system comprising a pair of images presented to the appropriate viewers' eyes. This is achieved by means of novel steering optics positioned behind a direct view liquid crystal display (LCD) that is controlled by a head position tracker. Within the work, two separate prototypes are described, both of which provide 3D to a single viewer who has limited movement. The thesis goes on to describe how these prototypes can be developed into a multiple-viewer display that is suitable for television use. A consideration of 3D television requirements is documented showing that glassesfree viewing (autostereoscopic), freedom of viewer movement and practical designs are important factors for 3D television displays. The displays are novel in design in several important aspects that comply with the requirements for 3D television. Firstly they do not require viewers to wear special glasses, secondly the displays allow viewers to move freely when viewing and finally the design of the displays is practical with a housing size similar to modem television sets and a cost that is not excessive. Surveys of other autostereoscopic methods included within the work suggest that no contemporary 3D display offers all of these important factors

    On Musical Self-Similarity : Intersemiosis as Synecdoche and Analogy

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    Self-similarity, a concept borrowed from mathematics, is gradually becoming a keyword in musicology. Although a polysemic term, self-similarity often refers to the multi-scalar feature repetition in a set of relationships, and it is commonly valued as an indication for musical ‘coherence’ and ‘consistency’. In this study, Gabriel Pareyon presents a theory of musical meaning formation in the context of intersemiosis, that is, the translation of meaning from one cognitive domain to another cognitive domain (e.g. from mathematics to music, or to speech or graphic forms). From this perspective, the degree of coherence of a musical system relies on a synecdochic intersemiosis: a system of related signs within other comparable and correlated systems. The author analyzes the modalities of such correlations, exploring their general and particular traits, and their operational bounds. Accordingly, the notion of analogy is used as a rich concept through its two definitions quoted by the Classical literature—proportion and paradigm, enormously valuable in establishing measurement, likeness and affinity criteria. At the same time, original arguments by Benoüt B. Mandelbrot (1924–2010) are revised, alongside a systematic critique of the literature on the subject. In fact, connecting Charles S. Peirce’s ‘synechism’ with Mandelbrot’s ‘fractality’ is one of the main developments of the present study

    Acoustical measurements on stages of nine U.S. concert halls

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