2,095 research outputs found

    Plan for the uniform mapping of earth resources and environmental complexes from Skylab imagery. Assessment of natural vegetation, environmental, and crop analogs

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    The author has identified the following significant results. For interpreting a wide range of natural vegetation analogs, S-190A color infrared and the ERTS-1 color composite were consistently more useful than were conventional color or black and white photos. Color infrared was superior for five vegetation analogs while color was superior for only three. The errors in identification appeared to associate more with black and white single band images than with multiband color. For rice crop analogs, spectral and spatial discriminations both contribute to the usefulness of images for data collection. Tests and subjective analyses conducted in this study indicated that the spectral bands exploited in color infrared film were the most useful for agricultural crop analysis. Accuracy of crop identification on any single date of Skylab images was less than that of multidate analysis due to differences in crop calendar, cultural practices used, rice variety, planting date, planting method, water use, fertilization, disease, or mechanical problems

    Using cross-talk simulation to predict the performance of anaglyph 3-D glasses

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    The anaglyph 3-D method is a widely used technique for presenting stereoscopic 3-D images. Its primary advantage is that it will work on any full-color display (LCDs, plasmas, and even prints) and only requires that the user view the anaglyph image using a pair of anaglyph 3-D glasses with usually one lens tinted red and the other lens tinted cyan (blue plus green). A common image-quality problem of anaglyph 3-D images is high levels of cross-talk — the incomplete isolation of the left and right image channels such that each eye sees a “ghost” of the opposite perspective view. An anaglyph cross-talk simulation model has been developed which allows the amount of anaglyph cross-talk to be estimated based on the spectral characteristics of the anaglyph glasses and the display. The model is validated using a visual cross-talk ranking test which indicates good agreement. The model is then used to consider two scenarios for the reduction of cross-talk in anaglyph systems and finds that a considerable reduction is likely to be achieved by using spectrally pure displays. The study also finds that the 3-D performance of commercial anaglyph glasses can be significantly better than handmade anaglyph glasses

    A Virtual Testbed for Fish-Tank Virtual Reality: Improving Calibration with a Virtual-in-Virtual Display

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    With the development of novel calibration techniques for multimedia projectors and curved projection surfaces, volumetric 3D displays are becoming easier and more affordable to build. The basic requirements include a display shape that defines the volume (e.g. a sphere, cylinder, or cuboid) and a tracking system to provide each user's location for the perspective corrected rendering. When coupled with modern graphics cards, these displays are capable of high resolution, low latency, high frame rate, and even stereoscopic rendering; however, like many previous studies have shown, every component must be precisely calibrated for a compelling 3D effect. While human perceptual requirements have been extensively studied for head-tracked displays, most studies featured seated users in front of a flat display. It remains unclear if results from these flat display studies are applicable to newer, walk-around displays with enclosed or curved shapes. To investigate these issues, we developed a virtual testbed for volumetric head-tracked displays that can measure calibration accuracy of the entire system in real-time. We used this testbed to investigate visual distortions of prototype curved displays, improve existing calibration techniques, study the importance of stereo to performance and perception, and validate perceptual calibration with novice users. Our experiments show that stereo is important for task performance, but requires more accurate calibration, and that novice users can make effective use of perceptual calibration tools. We also propose a novel, real-time calibration method that can be used to fine-tune an existing calibration using perceptual feedback. The findings from this work can be used to build better head-tracked volumetric displays with an unprecedented amount of 3D realism and intuitive calibration tools for novice users

    A grammar model and curriculum resource for stereoscopic 3-D film production techniques

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    David Crowe's research was sparked by the lack of a suitable storytelling model for stereoscopic 3-D in cinema. David not only refined a working 3-D curriculum, which is now delivered as a Masters module in Higher Education, but also refined an appropriate 3-D film grammar, for now and the future

    Collaborative visualization and virtual reality in construction projects

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    In the Colombian construction industry it is recognized as a general practice that di!erent designers deliver 2D drawings to the project construction team -- Some 3D modeling applications are used but only with commercial intentions, thus wasting visualization tools that facilitate the understanding of the project, that allow the coordination of plans between di!erent specialists, and that can prevent errors with high impact on costs in the construction phase of the project -- As a continuation of the project "immersive virtual reality for construction" developed by EAFIT University, the present work intends to demonstrate how a collaborative virtual environment can be helpful in order to improve visualization of construction projects and achieve the interaction of di!erent specialties, evaluating the impact of collaborative work in the design process of the same -- The end result of this research is an application created using freely available tools and a use case scenario on how this application can be used to perform review meetings by di!erent specialist in real time -- Initial test on the system has been made with civil engineering students showing that this virtual reality tool ease the burden of performing reviews where traditionally plans and sharing the same geographical space were neede

    Stereoscopic bimanual interaction for 3D visualization

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    Virtual Environments (VE) are being widely used in various research fields for several decades such as 3D visualization, education, training and games. VEs have the potential to enhance the visualization and act as a general medium for human-computer interaction (HCI). However, limited research has evaluated virtual reality (VR) display technologies, monocular and binocular depth cues, for human depth perception of volumetric (non-polygonal) datasets. In addition, a lack of standardization of three-dimensional (3D) user interfaces (UI) makes it challenging to interact with many VE systems. To address these issues, this dissertation focuses on evaluation of effects of stereoscopic and head-coupled displays on depth judgment of volumetric dataset. It also focuses on evaluation of a two-handed view manipulation techniques which support simultaneous 7 degree-of-freedom (DOF) navigation (x,y,z + yaw,pitch,roll + scale) in a multi-scale virtual environment (MSVE). Furthermore, this dissertation evaluates auto-adjustment of stereo view parameters techniques for stereoscopic fusion problems in a MSVE. Next, this dissertation presents a bimanual, hybrid user interface which combines traditional tracking devices with computer-vision based "natural" 3D inputs for multi-dimensional visualization in a semi-immersive desktop VR system. In conclusion, this dissertation provides a guideline for research design for evaluating UI and interaction techniques
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