9,651 research outputs found
Conceptual design study of a visual system for a rotorcraft simulator and some advances in platform motion utilization
A conceptual design of a visual system for a rotorcraft flight simulator is presented. Also, drive logic elements for a coupled motion base for such a simulator are given. The design is the result of an assessment of many potential arrangements of electro-optical elements and is a concept considered feasible for the application. The motion drive elements represent an example logic for a coupled motion base and is essentially an appeal to the designers of such logic to combine their washout and braking functions
Applications of computer-graphics animation for motion-perception research
The advantages and limitations of using computer animated stimuli in studying motion perception are presented and discussed. Most current programs of motion perception research could not be pursued without the use of computer graphics animation. Computer generated displays afford latitudes of freedom and control that are almost impossible to attain through conventional methods. There are, however, limitations to this presentational medium. At present, computer generated displays present simplified approximations of the dynamics in natural events. Very little is known about how the differences between natural events and computer simulations influence perceptual processing. In practice, the differences are assumed to be irrelevant to the questions under study, and that findings with computer generated stimuli will generalize to natural events
Evaluation of optimisation techniques for multiscopic rendering
A thesis submitted to the University of Bedfordshire in fulfilment of the requirements for the degree of Master of Science by ResearchThis project evaluates different performance optimisation techniques applied to stereoscopic and multiscopic rendering for interactive applications. The artefact
features a robust plug-in package for the Unity game engine. The thesis provides background information for the performance optimisations, outlines all the findings, evaluates the optimisations and provides suggestions for future work.
Scrum development methodology is used to develop the artefact and quantitative research methodology is used to evaluate the findings by measuring performance.
This project concludes that the use of each performance optimisation has specific use case scenarios in which performance benefits. Foveated rendering provides
greatest performance increase for both stereoscopic and multiscopic rendering but is also more computationally intensive as it requires an eye tracking solution.
Dynamic resolution is very beneficial when overall frame rate smoothness is needed and frame drops are present. Depth optimisation is beneficial for vast open environments but can lead to decreased performance if used inappropriately
Probing expert anticipation with the temporal occlusion paradigm: Experimental investigations of some methodological issues
Copyright @ 2005 Human KineticsTwo experiments were conducted to examine whether the conclusions drawn regarding the timing of anticipatory information pick-up from temporal occlusion studies are influenced by whether (a) the viewing period is of variable or fixed duration and (b) the task is a laboratory-based one with simple responses or a natural one requiring a coupled, interceptive movement response. Skilled and novice tennis players either made pencil-and-paper predictions of service direction (Experiment 1) or attempted to hit return strokes (Experiment 2) to tennis serves while their vision was temporally occluded in either a traditional progressive mode (where more information was revealed in each subsequent occlusion condition) or a moving window mode (where the visual display was only available for a fixed duration with this window shifted to different phases of the service action). Conclusions regarding the timing of information pick-up were generally consistent across display mode and across task setting lending support to the veracity and generalisability of findings regarding perceptual expertise in existing laboratory-based progressive temporal occlusion studies.This study is funded by the Australian Institute of Sport Tennis program
Development of limb volume measuring system
The mechanisms underlying the reductions in orthostatic tolerance associated with weightlessness are not well established. Contradictory results from measurements of leg volume changes suggest that altered venomotor tone and reduced blood flow may not be the only contributors to orthostatic intolerance. It is felt that a more accurate limb volume system which is insensitive to environmental factors will aid in better quantification of the hemodynamics of the leg. Of the varous limb volume techniques presently available, the ultrasonic limb volume system has proven to be the best choice. The system as described herein is free from environmental effects, safe, simple to operate and causes negligible radio frequency interference problems. The segmental ultrasonic ultrasonic plethysmograph is expected to provide a better measurement of limb volume change since it is based on cross-sectional area measurements
Augmented Reality-based Feedback for Technician-in-the-loop C-arm Repositioning
Interventional C-arm imaging is crucial to percutaneous orthopedic procedures
as it enables the surgeon to monitor the progress of surgery on the anatomy
level. Minimally invasive interventions require repeated acquisition of X-ray
images from different anatomical views to verify tool placement. Achieving and
reproducing these views often comes at the cost of increased surgical time and
radiation dose to both patient and staff. This work proposes a marker-free
"technician-in-the-loop" Augmented Reality (AR) solution for C-arm
repositioning. The X-ray technician operating the C-arm interventionally is
equipped with a head-mounted display capable of recording desired C-arm poses
in 3D via an integrated infrared sensor. For C-arm repositioning to a
particular target view, the recorded C-arm pose is restored as a virtual object
and visualized in an AR environment, serving as a perceptual reference for the
technician. We conduct experiments in a setting simulating orthopedic trauma
surgery. Our proof-of-principle findings indicate that the proposed system can
decrease the 2.76 X-ray images required per desired view down to zero,
suggesting substantial reductions of radiation dose during C-arm repositioning.
The proposed AR solution is a first step towards facilitating communication
between the surgeon and the surgical staff, improving the quality of surgical
image acquisition, and enabling context-aware guidance for surgery rooms of the
future. The concept of technician-in-the-loop design will become relevant to
various interventions considering the expected advancements of sensing and
wearable computing in the near future
Depth Perception, Cueing, and Control
Humans rely on a variety of visual cues to inform them of the depth or range of a particular object or feature. Some cues are provided by physiological mechanisms, others from pictorial cues that are interpreted psychologically, and still others by the relative motions of objects or features induced by observer (or vehicle) motions. These cues provide different levels of information (ordinal, relative, absolute) and saliency depending upon depth, task, and interaction with other cues. Display technologies used for head-down and head-up displays, as well as out-the-window displays, have differing capabilities for providing depth cueing information to the observeroperator. In addition to technologies, display content and the source (camera sensor versus computer rendering) provide varying degrees of cue information. Additionally, most displays create some degree of cue conflict. In this paper, visual depth cues and their interactions will be discussed, as well as display technology and content and related artifacts. Lastly, the role of depth cueing in performing closed-loop control tasks will be discussed
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