6,148 research outputs found

    Tunable plasmonic resonances in highly porous nano-bamboo Si-Au superlattice-type thin films

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    We report on fabrication of spatially-coherent columnar plasmonic nanostructure superlattice-type thin films with high porosity and strong optical anisotropy using glancing angle deposition. Subsequent and repeated depositions of silicon and gold lead to nanometer-dimension subcolumns with controlled lengths. The superlattice-type columns resemble bamboo structures where smaller column sections of gold form junctions sandwiched between larger silicon column sections ("nano-bamboo"). We perform generalized spectroscopic ellipsometry measurements and finite element method computations to elucidate the strongly anisotropic optical properties of the highly-porous nano-bamboo structures. The occurrence of a strongly localized plasmonic mode with displacement pattern reminiscent of a dark quadrupole mode is observed in the vicinity of the gold subcolumns. We demonstrate tuning of this quadrupole-like mode frequency within the near-infrared spectral range by varying the geometry of the nano-bamboo structure. In addition, coupled-plasmon-like and inter-band transition-like modes occur in the visible and ultra-violet spectral regions, respectively. We elucidate an example for the potential use of the nano-bamboo structures as a highly porous plasmonic sensor with optical read out sensitivity to few parts-per-million solvent levels in water

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    High-speed in vitro intensity diffraction tomography

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    We demonstrate a label-free, scan-free intensity diffraction tomography technique utilizing annular illumination (aIDT) to rapidly characterize large-volume three-dimensional (3-D) refractive index distributions in vitro. By optimally matching the illumination geometry to the microscope pupil, our technique reduces the data requirement by 60 times to achieve high-speed 10-Hz volume rates. Using eight intensity images, we recover volumes of ∼350 μm  ×  100 μm  ×  20  μm, with near diffraction-limited lateral resolution of   ∼  487  nm and axial resolution of   ∼  3.4  μm. The attained large volume rate and high-resolution enable 3-D quantitative phase imaging of complex living biological samples across multiple length scales. We demonstrate aIDT’s capabilities on unicellular diatom microalgae, epithelial buccal cell clusters with native bacteria, and live Caenorhabditis elegans specimens. Within these samples, we recover macroscale cellular structures, subcellular organelles, and dynamic micro-organism tissues with minimal motion artifacts. Quantifying such features has significant utility in oncology, immunology, and cellular pathophysiology, where these morphological features are evaluated for changes in the presence of disease, parasites, and new drug treatments. Finally, we simulate the aIDT system to highlight the accuracy and sensitivity of the proposed technique. aIDT shows promise as a powerful high-speed, label-free computational microscopy approach for applications where natural imaging is required to evaluate environmental effects on a sample in real time.https://arxiv.org/abs/1904.06004Accepted manuscrip

    Accurate computation of single scattering in participating media with refractive boundaries

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    International audienceVolume caustics are high-frequency effects appearing in participating media with low opacity, when refractive interfaces are focusing the light rays. Refractions make them hard to compute, since screen locality does not correlate with spatial locality in the medium. In this paper we give a new method for accurate computation of single scattering effects in a participating media enclosed by refractive interfaces. Our algorithm is based on the observation that although radiance along each camera ray is irregular, contributions from individual triangles are smooth. Our method gives more accurate results than existing methods, faster. It uses minimal information and requires no precomputation or additional data structures

    Matrix method to predict the spectral reflectance of stratified surfaces including thick layers and thin films

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    The most convenient way to assess the color rendering of a coated, painted, or printed surface in various illumination and observation configurations is predict its spectral, angular reflectance using an optical model. Most of the time, such a surface is a stack of layers having different scattering properties and different refractive indices. A general model applicable to the widest range of stratified surfaces is therefore appreciable. This is what we propose in this paper by introducing a method based on light transfer matrices: the transfer matrix representing the stratified surface is the product of the transfer matrices representing the different layers and interfaces composing it, each transfer matrix being expressed in terms of light transfers (e.g. diffuse reflectances and transmittances in the case of diffusing layers). This general model, inspired of models used in the domain of thin films, can be used with stacks of diffusing or nonscattering layers for any illumination-observation geometry. It can be seen, in the case of diffusing layers, as an extension of the Saunderson-corrected Kubelka-Munk model and Kubelka's layering model. We illustrate the through an experimental example including a thin coating, a thick glass plate and a diffusing background. 2. Introduction For a long time, the variation of the spectral properties of surfaces and objects by application of coatings has been a wide subject of investigation for physicians who proposed several models based on specific mathematical formalisms according to the type of physical components and the application domain. In the domain of paints, papers, and other diffusing media, a classical approach is to use the Kubelka-Munk system of two coupled differential equations to describe the propagation of diffuse fluxes in the medium [1,2]. The extension of this model by Kubelka to stacks of paint layers is based on geometrical series describing the multiple reflections and transmissions of these diffuse fluxes between the different layers [3,4]. Geometrical series were also used by Saunderson [5] when deriving his correction of the Kubelka-Munk model in order to account for the internal reflections of light between the paint layer and the paint-air interface, by Clapper and Yule [6] in their reflectance mode
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