11,277 research outputs found

    Airborne and Terrestrial Laser Scanning Data for the Assessment of Standing and Lying Deadwood: Current Situation and New Perspectives

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    LiDAR technology is finding uses in the forest sector, not only for surveys in producing forests but also as a tool to gain a deeper understanding of the importance of the three-dimensional component of forest environments. Developments of platforms and sensors in the last decades have highlighted the capacity of this technology to catch relevant details, even at finer scales. This drives its usage towards more ecological topics and applications for forest management. In recent years, nature protection policies have been focusing on deadwood as a key element for the health of forest ecosystems and wide-scale assessments are necessary for the planning process on a landscape scale. Initial studies showed promising results in the identification of bigger deadwood components (e.g., snags, logs, stumps), employing data not specifically collected for the purpose. Nevertheless, many efforts should still be made to transfer the available methodologies to an operational level. Newly available platforms (e.g., Mobile Laser Scanner) and sensors (e.g., Multispectral Laser Scanner) might provide new opportunities for this field of study in the near future

    Measuring the impact of game controllers on player experience in FPS games

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    An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform. © 2011 ACM

    Pervasive Displays Research: What's Next?

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    Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany

    The relation between color spaces and compositional data analysis demonstrated with magnetic resonance image processing applications

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    This paper presents a novel application of compositional data analysis methods in the context of color image processing. A vector decomposition method is proposed to reveal compositional components of any vector with positive components followed by compositional data analysis to demonstrate the relation between color space concepts such as hue and saturation to their compositional counterparts. The proposed methods are applied to a magnetic resonance imaging dataset acquired from a living human brain and a digital color photograph to perform image fusion. Potential future applications in magnetic resonance imaging are mentioned and the benefits/disadvantages of the proposed methods are discussed in terms of color image processing.Comment: 13 pages, 3 figures, short paper, submitted to Austrian Journal of Statistics compositional data analysis special issue, first revision, fix rendering error in fig

    Semantic multimedia remote display for mobile thin clients

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    Current remote display technologies for mobile thin clients convert practically all types of graphical content into sequences of images rendered by the client. Consequently, important information concerning the content semantics is lost. The present paper goes beyond this bottleneck by developing a semantic multimedia remote display. The principle consists of representing the graphical content as a real-time interactive multimedia scene graph. The underlying architecture features novel components for scene-graph creation and management, as well as for user interactivity handling. The experimental setup considers the Linux X windows system and BiFS/LASeR multimedia scene technologies on the server and client sides, respectively. The implemented solution was benchmarked against currently deployed solutions (VNC and Microsoft-RDP), by considering text editing and WWW browsing applications. The quantitative assessments demonstrate: (1) visual quality expressed by seven objective metrics, e.g., PSNR values between 30 and 42 dB or SSIM values larger than 0.9999; (2) downlink bandwidth gain factors ranging from 2 to 60; (3) real-time user event management expressed by network round-trip time reduction by factors of 4-6 and by uplink bandwidth gain factors from 3 to 10; (4) feasible CPU activity, larger than in the RDP case but reduced by a factor of 1.5 with respect to the VNC-HEXTILE
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