12 research outputs found

    Pildistamise simulaator ja geomeetriline pilditöötlus maa-lähedase orbiidi ja suure pöördesagedusega satelliidil

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    ESTCube-2 on maalähedase orbiidiga satelliit mille põhieesmärgiks on elektrilise päikesepurje tehnoloogia traadi välja kerimine ja katsetamine. Kõrvaline missioon on pinnase taimestiku pildistamine. Traadi välja kerimine ja alal hoidmine vajab äärmiselt suurt pöördesagedust, mis esitab mitmeid väljakutseid olemasolevale pildistamise alamsüsteemile. Selle probleemi lahendamiseks on välja toodud uus pildimoondus ja -õmblus algoritm, mis kasutab geomeetriat piltide kaardistamiseks. Estitatud meetodit katsetati spetsiaalselt loodud simulatsioonikeskonnas, mis jäljendab kaamera parameetreid. Sõltumata suurest pöördesagedusest tingitud moonutustustest, töötas pilditöötlus algoritm soovitud vahemikus.ESTCube-2 is a low-earth orbit satellite with the main mission of deploying and testing an electrically charged tether and a secondary mission of photographing ground vegetation. The tether deployment and maintaining its separation from the satellite requires a very high spin rate, which poses too many challenges to the imaging system for it to be viable in its current state. In an attempt to resolve this issue, a novel image morphing and stitching algorithm was developed that uses geometric mapping for reconstruction. The proposed method was tested on a specifically made simulation environment that mimics predefined camera parameters. The stitching algorithm was verified to perform within acceptable margins even when expected high spin distortion models were applied

    Praimerekstensioon Oligonukleotiidmaatriksi Piltidel Olevate Andmete Tuvastuse ja Anal¨u¨ usi Automatiseerimine

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    The Arrayed Primer Extension (APEX) method is used to detect Single-Nucleotide Polymorphism (SNP), deletion and insertion based diseases. The main method consists of washing different flourophores over oligonukleotites and then analysing which flourophore attached to identify the oligonukleotites. A crucial step in the APEX method is analysing the captured light from the flourophores when a laser excites them. The current method of analysing this data requires extensive manual review. This thesis describes a method of automating the data grid detection in the captured images which is currently a manual task. The second part describes the application of predictive methods for the data analysis of the four captured images and comparisons to the already existing clustering method

    Review on Emotion Recognition Databases

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    Over the past few decades human-computer interaction has become more important in our daily lives and research has developed in many directions: memory research, depression detection, and behavioural deficiency detection, lie detection, (hidden) emotion recognition etc. Because of that, the number of generic emotion and face databases or those tailored to specific needs have grown immensely large. Thus, a comprehensive yet compact guide is needed to help researchers find the most suitable database and understand what types of databases already exist. In this paper, different elicitation methods are discussed and the databases are primarily organized into neat and informative tables based on the format

    3D face reconstruction with region based best fit blending using mobile phone for virtual reality based social media

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    The use of virtual reality (VR) has been exponentially increasing and due to that many researchers have started to work on developing new VR based social media. For this purpose it is important to have an avatar of the user which look like them to be easily generated by the devices which are accessible, such as mobile phones. In this paper, we propose a novel method of recreating a 3D human face model captured with a phone camera image or video data. The method focuses more on model shape than texture in order to make the face recognizable. We detect 68 facial feature points and use them to separate a face into four regions. For each area the best fitting models are found and are further morphed combined to find the best fitting models for each area. These are then combined and further morphed in order to restore the original facial proportions. We also present a method of texturing the resulting model, where the aforementioned feature points are used to generate a texture for the resulting model

    A Kirigami Approach of Patterning Membrane Actuators

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    Ionic electroactive polymer actuators are typically implemented as bending trilayer laminates. While showing high displacements, such designs are not straightforward to implement for useful applications. To enable practical uses in actuators with ionic electroactive polymers, membrane-type film designs can be considered. The significantly lower displacement of the membrane actuators due to the lack of freedom of motion has been the main limiting factor for their application, resulting in just a few works considering such devices. However, bioinspired patterning designs have been shown to significantly increase the freedom of motion of such membranes. In this work, we apply computer simulations to design cutting patterns for increasing the performance of membrane actuators based on polypyrrole doped with dodecylbenzenesulfonate (PPy/DBS) in trilayer arrangements with a polyvinylidene fluoride membrane as the separator. A dedicated custom-designed device was built to consistently measure the response of the membrane actuators, demonstrating significant and pattern-specific enhancements of the response in terms of displacement, exchanged charge and force

    Enhancing empathy through virtual reality: Developing a universal design training application for students

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    The lack of empathy towards disability is a significant societal issue that hampers inclusivity and understanding. Many struggle to comprehend the daily challenges and experiences faced by people with disabilities, leading to ignorance, prejudice, and exclusion. However, empathy plays a pivotal role in addressing this problem and serves as the foundation for developing and creating better products, services, and environments. This article explores the potential of developing virtual reality (VR) applications to enhance students’ empathy towards individuals with disabilities. By increasing empathy levels, students are expected to gain significant qualifications in universal design (UD). The full application development process covers the most suitable head-mounted display (HMD) set. The implementation methodology using the Unity programming platform, the approach adopted for conducting classes using the developed VR application, and the deployment stage. Testing was successfully conducted on a student population, receiving positive user feedback. Through the integration of VR technology, the authors thoroughly describe how to address the empathy gap and equip students with essential skills for inclusive and accessible design. The findings presented in this study provide valuable guidance for educators and developers interested in harnessing VR’s potential to foster empathy and advance universal design practices. With the presented methodology and proposed application, the authors demonstrate the effectiveness of VR applications in elevating students’ empathy levels, consequently enhancing their qualifications in universal design. Med Pr. 2023;74(3):199–21

    Virtual Reality and Its Applications in Education: Survey

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    In the education process, students face problems with understanding due to the complexity, necessity of abstract thinking and concepts. More and more educational centres around the world have started to introduce powerful new technology-based tools that help meet the needs of the diverse student population. Over the last several years, virtual reality (VR) has moved from being the purview of gaming to professional development. It plays an important role in teaching process, providing an interesting and engaging way of acquiring information. What follows is an overview of the big trend, opportunities and concerns associated with VR in education. We present new opportunities in VR and put together the most interesting, recent virtual reality applications used in education in relation to several education areas such as general, engineering and health-related education. Additionally, this survey contributes by presenting methods for creating scenarios and different approaches for testing and validation. Lastly, we conclude and discuss future directions of VR and its potential to improve the learning experience
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