29 research outputs found

    AN ADAPTIVE BACKGROUND UPDATION AND GRADIENT BASED SHADOW REMOVAL METHOD

    Get PDF
    Moving object segmentation has its own niche as an important topic in computer vision. It has avidly being pursued by researchers. Background subtraction method is generally used for segmenting moving objects. This method may also classify shadows as part of detected moving objects. Therefore, shadow detection and removal is an important step employed after moving object segmentation. However, these methods are adversely affected by changing environmental conditions. They are vulnerable to sudden illumination changes, and shadowing effects. Therefore, in this work we propose a faster, efficient and adaptive background subtraction method, which periodically updates the background frame and gives better results, and a shadow elimination method which removes shadows from the segmented objects with good discriminative power. Keywords- Moving object segmentation

    Vehicle Detection and Tracking Techniques: A Concise Review

    Get PDF
    Vehicle detection and tracking applications play an important role for civilian and military applications such as in highway traffic surveillance control, management and urban traffic planning. Vehicle detection process on road are used for vehicle tracking, counts, average speed of each individual vehicle, traffic analysis and vehicle categorizing objectives and may be implemented under different environments changes. In this review, we present a concise overview of image processing methods and analysis tools which used in building these previous mentioned applications that involved developing traffic surveillance systems. More precisely and in contrast with other reviews, we classified the processing methods under three categories for more clarification to explain the traffic systems

    Integrating water-energy-nexus in carbon footprint analysis in water utility company

    Get PDF
    The purpose of this paper is to highlight the water-energy-nexus within the context of carbon footprint methodology and water utility industry. In particular, the carbon management for water utility industry is crucial in reducing carbon emission within the upstream water distribution system. The concept of water-energy nexus alone however can be misleading due to exclusion of indirect and embodied energy involved in the water production. The study highlights the total energy use within water supply system as well as embedded carbon emission through carbon footprint methodology. The case study approach is used as a research method. The carbon footprint analysis includes data collection from water utility company; and data identification of direct and indirect carbon emission from corporation operation. The result indicates that the indirect and embodied energy may not be significant in certain operation area but the energy use may be ambiguous when these elements are excluded. Integrating carbon footprint methodology within the water supply system can improve the understanding on water-energy-nexus when direct and indirect energy use is included in the analysis. This paper aims to benefit academics, government agencies and particularly water utility companies in integrating carbon footprint analysis in water production

    Study of electromagnetic wave propagation and scattering in Low-THz automotive radar

    Get PDF
    The development of a new generation of sensors for autonomous vehicles requires the increase of the number of automotive radars on the roads, leading to an inevitable problem of overcrowding of the electromagnetic spectrum in the allocated 77 GHz band. The solution proposed in this research is the migration of the automotive radar operation frequency towards the low-THz band. This thesis reports, firstly, an experimental study on the feasibility of deploying automotive radars working at frequencies above 100 GHz. The study analyses the possible additional attenuation of the electromagnetic waves in adverse weather conditions and the differences in targets reflectivities, in comparison to the performances of current automotive radars. A comprehensive library of reflectivity signatures of a number of road actors is established, to provide a basis for the development of low-THz automotive radars. Secondarily, the thesis discusses and demonstrates the advantages of the employment of low-THz signals to improve the imaging capability of automotive radars, to allow identification and classification of road targets based on high resolution images and micro-Doppler signatures

    Designing sound : procedural audio research based on the book by Andy Farnell

    Get PDF
    In procedural media, data normally acquired by measuring something, commonly described as sampling, is replaced by a set of computational rules (procedure) that defines the typical structure and/or behaviour of that thing. Here, a general approach to sound as a definable process, rather than a recording, is developed. By analysis of their physical and perceptual qualities, natural objects or processes that produce sound are modelled by digital Sounding Objects for use in arts and entertainments. This Thesis discusses different aspects of Procedural Audio introducing several new approaches and solutions to this emerging field of Sound Design.Em Media Procedimental, os dados os dados normalmente adquiridos através da medição de algo habitualmente designado como amostragem, são substituídos por um conjunto de regras computacionais (procedimento) que definem a estrutura típica, ou comportamento, desse elemento. Neste caso é desenvolvida uma abordagem ao som definível como um procedimento em vez de uma gravação. Através da análise das suas características físicas e perceptuais , objetos naturais ou processos que produzem som, são modelados como objetos sonoros digitais para utilização nas Artes e Entretenimento. Nesta Tese são discutidos diferentes aspectos de Áudio Procedimental, sendo introduzidas várias novas abordagens e soluções para o campo emergente do Design Sonoro

    Aerometry instrumentation study Final report

    Get PDF
    Techniques and instruments for meteorological measurements in Mars and Venus atmosphere

    Cumulative index to NASA Tech Briefs, 1986-1990, volumes 10-14

    Get PDF
    Tech Briefs are short announcements of new technology derived from the R&D activities of the National Aeronautics and Space Administration. These briefs emphasize information considered likely to be transferrable across industrial, regional, or disciplinary lines and are issued to encourage commercial application. This cumulative index of Tech Briefs contains abstracts and four indexes (subject, personal author, originating center, and Tech Brief number) and covers the period 1986 to 1990. The abstract section is organized by the following subject categories: electronic components and circuits, electronic systems, physical sciences, materials, computer programs, life sciences, mechanics, machinery, fabrication technology, and mathematics and information sciences

    Supplementing Frequency Domain Interpolation Methods for Character Animation

    Get PDF
    The animation of human characters entails difficulties exceeding those met simulating objects, machines or plants. A person's gait is a product of nature affected by mood and physical condition. Small deviations from natural movement are perceived with ease by an unforgiving audience. Motion capture technology is frequently employed to record human movement. Subsequent playback on a skeleton underlying the character being animated conveys many of the subtleties of the original motion. Played-back recordings are of limited value, however, when integration in a virtual environment requires movements beyond those in the motion library, creating a need for the synthesis of new motion from pre-recorded sequences. An existing approach involves interpolation between motions in the frequency domain, with a blending space defined by a triangle network whose vertices represent input motions. It is this branch of character animation which is supplemented by the methods presented in this thesis, with work undertaken in three distinct areas. The first is a streamlined approach to previous work. It provides benefits including an efficiency gain in certain contexts, and a very different perspective on triangle network construction in which they become adjustable and intuitive user-interface devices with an increased flexibility allowing a greater range of motions to be blended than was possible with previous networks. Interpolation-based synthesis can never exhibit the same motion variety as can animation methods based on the playback of rearranged frame sequences. Limitations such as this were addressed by the second phase of work, with the creation of hybrid networks. These novel structures use properties of frequency domain triangle blending networks to seamlessly integrate playback-based animation within them. The third area focussed on was distortion found in both frequency- and time-domain blending. A new technique, single-source harmonic switching, was devised which greatly reduces it, and adds to the benefits of blending in the frequency domain

    The screen as boundary object in the realm of imagination

    Get PDF
    As an object at the boundary between virtual and physical reality, the screen exists both as a displayer and as a thing displayed, thus functioning as a mediator. The screen's virtual imagery produces a sense of immersion in its viewer, yet at the same time the materiality of the screen produces a sense of rejection from the viewer's complete involvement in the virtual world. The experience of the screen is thus an oscillation between these two states of immersion and rejection. Nowadays, as interactivity becomes a central component of the relationship between viewers and many artworks, the viewer experience of the screen is changing. Unlike the screen experience in non-interactive artworks, such as the traditional static screen of painting or the moving screen of video art in the 1970s, interactive media screen experiences can provide viewers with a more immersive, immediate, and therefore, more intense experience. For example, many digital media artworks provide an interactive experience for viewers by capturing their face or body though real-time computer vision techniques. In this situation, as the camera and the monitor in the artwork encapsulate the interactor's body in an instant feedback loop, the interactor becomes a part of the interface mechanism and responds to the artwork as the system leads or even provokes them. This thesis claims that this kind of direct mirroring in interactive screen-based media artworks does not allow the viewer the critical distance or time needed for self-reflection. The thesis examines the previous aesthetics of spatial and temporal perception, such as presentness and instantaneousness, and the notions of passage and of psychological perception such as reflection, reflexiveness and auratic experience, looking at how these aesthetics can be integrated into new media screen experiences. Based on this theoretical research, the thesis claims that interactive screen spaces can act as a site for expression and representation, both through a doubling effect between the physical and virtual worlds, and through manifold spatial and temporal mappings with the screen experience. These claims are further supported through exploration of screen-based media installations created by the author since 2003.Ph.D.Committee Chair: Mazalek, Ali; Committee Member: Bolter, Jay David; Committee Member: Do, Ellen Yi-Luen; Committee Member: Nitsche, Michael; Committee Member: Winegarden, Claudia R
    corecore