574 research outputs found

    Pedaling time variability is increased in dropped riding position

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    Variability of cycle-to-cycle duration during a pedaling task is probably related to the rhythmic control of the lower limb muscles as in gait. Although walking variability has been extensively studied for its clinical and physiological implications, pedaling variability has received little attention. The present contribution determines the variability of the cycling time during a 10-min exercise as a function of upper body position. Nine healthy males were required to pedal on cycle-ergometer at a self-selected speed for 10 min in two different upper body positions [hands on upper handlebars (UP) or lower handlebars (DP)]. Time domain measures of cycling variability [total standard deviation (SDtot), mean standard deviation cycle-to-cycle intervals over 100 cycles (SD100), standard deviation of the average cycle-to-cycle intervals over 100 cycles (SDA100)] were measured. Moreover, the same time domain measures were also calculated for heart rate in order to discriminate possible involvements of autonomic regulation. Finally, the structure of the cycle variations has been analyzed in the framework of deterministic chaos calculating the maximum Lyapunov exponents. Significant increases in cycle-to-cycle variability were found for SDtot, SD100 in DP compared to UP, whereas cardiac parameters and other cycling parameters were not changed in the two positions. Moreover, the maximum Lyapunov exponent was significantly more negative in DP. The results suggest that small perturbations of upper body position can influence the control of cycling rhythmicity by increasing the variability in a dissipative deterministic regimen

    Chromaticity Matrix to Tristimulus Matrix Conversion for RGB Color Spaces – Even In the Dark

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    Two methods to transform primary chromaticities and white point into primary tristimulus values are examined and compared. One method appears in numerous places in the literature; we refer to this as the familiar\u27\u27 method, and provide a novel interpretation of it. The second is much less well-known and is referred to as the unfamiliar\u27\u27 method. Necessary and sufficient conditions for computing primary tristimulus values from their chromaticities are identified; in brief, the triangle in the (x,y) chromaticity diagram must have non-zero area. The computational burdens for the methods were compared; the familiar method required slightly more arithmetical operations. Two problems with the familiar method were identified: high potential for rounding error and the inability to contend with a non-luminous primary. The unfamiliar method is less prone to rounding error, and is able to contend with primaries on the alychne. It is recommended that the unfamiliar method be preferred

    Relative Impact of Key Rendering Parameters on Perceived Quality of VR Imagery Captured by the Facebook Surround 360 Camera

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    High quality, 360 capture for Cinematic VR is a relatively new and rapidly evolving technology. The field demands very high quality, distortion- free 360 capture which is not possible with cameras that depend on fish- eye lenses for capturing a 360 field of view. The Facebook Surround 360 Camera, one of the few “players” in this space, is an open-source license design that Facebook has released for anyone that chooses to build it from off-the-shelf components and generate 8K stereo output using open-source licensed rendering software. However, the components are expensive and the system itself is extremely demanding in terms of computer hardware and software. Because of this, there have been very few implementations of this design and virtually no real deployment in the field. We have implemented the system, based on Facebook’s design, and have been testing and deploying it in various situations; even generating short video clips. We have discovered in our recent experience that high quality, 360 capture comes with its own set of new challenges. As an example, even the most fundamental tools of photography like “exposure” become difficult because one is always faced with ultra-high dynamic range scenes (one camera is pointing directly at the sun and the others may be pointing to a dark shadow). The conventional imaging pipeline is further complicated by the fact that the stitching software has different effects on various as- pects of the calibration or pipeline optimization. Most of our focus to date has been on optimizing the imaging pipeline and improving the qual- ity of the output for viewing in an Oculus Rift headset. We designed a controlled experiment to study 5 key parameters in the rendering pipeline– black level, neutral balance, color correction matrix (CCM), geometric calibration and vignetting. By varying all of these parameters in a combinatorial manner, we were able to assess the relative impact of these parameters on the perceived image quality of the output. Our results thus far indicate that the output image quality is greatly influenced by the black level of the individual cameras (the Facebook cam- era comprised of 17 cameras whose output need to be stitched to obtain a 360 view). Neutral balance is least sensitive. We are most confused about the results we obtain from accurately calculating and applying the CCM for each individual camera. We obtained improved results by using the average of the matrices for all cameras. Future work includes evaluating the effects of geometric calibration and vignetting on quality

    Modeling the Color of Multi-Colored Halftones

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    ABSTRACT A mathematical model which provides the relationship between the dot areas of a combination of halftone patterns and the color produced by such multi-colored halftone patterns is disclosed. Such a model has application in calibration of digital color systems, digital picture exchange, and the simulation of "spot color" using process color techniques. The new model is an extension of the Spectral Yule-Nielsen model described by this author at a previous TAGA conference. It provides greater accuracy than the Neugebauer model, either with or without the Yule-Nielsen correction. Experimental verification of the Demichel dot overlap model is presented. The Demichel model was found to be accurate for halftone patterns superimposed at a 30 degree orientation. The new model provides an acceptable level of accuracy for many applications. In an experimental evaluation, many predictions of the new model were sufficiently close to measured color so as to be indistinguishable to a human observer
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