Academic literature on the topic 'SCENE (Computer program)'

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Journal articles on the topic "SCENE (Computer program)"

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Stajic, Jelena. "A scene-internalizing computer program." Science 360, no. 6394 (June 14, 2018): 1198.2–1198. http://dx.doi.org/10.1126/science.360.6394.1198-b.

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Xu, Yuanjin. "Application of Remote Sensing Image Data Scene Generation Method in Smart City." Complexity 2021 (January 28, 2021): 1–13. http://dx.doi.org/10.1155/2021/6653841.

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Remote sensing image simulation is a very effective method to verify the feasibility of sensor devices for ground observation. The key to remote sensing image application is that simultaneous interpreting of remote sensing images can make use of the different characteristics of different data, eliminate the redundancy and contradiction between different sensors, and improve the timeliness and reliability of remote sensing information extraction. The hotspots and difficulties in this direction are based on remote sensing image simulation of 3D scenes on the ground. Therefore, constructing the 3D scene model on the ground rapidly and accurately is the focus of current research. Because different scenes have different radiation characteristics, therefore, when using MATLAB to write a program generated by 3D scenes, 3D scenes must be saved as different text files according to different scene types, and then extension program of the scene is written to solve the defect that the calculation efficiency is not ideal due to the huge amount of data. This paper uses POV ray photon reverse tracking software to simulate the imaging process of remote sensing sensors, coordinate transformation is used to convert a triangle text file to POV ray readable information and input the RGB value of the base color based on the colorimetry principle, and the final 3D scene is visualized. This paper analyzes the thermal radiation characteristics of the scene and proves the rationality of the scene simulation. The experimental results show that introducing the chroma in the visualization of the scene model makes the whole scene have not only fidelity, but also radiation characteristics in shape and color. This is indispensable in existing 3D modeling and visualization studies. Compared with the complex radiation transmission method, using the multiple angle two-dimensional image generated by POV rays to analyze the radiation characteristics of the scene, the result is intuitive and easy to understand.
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Goodman, R. H., C. H. Peabody, and A. G. Holoboff. "TACID: A COMPUTER-BASED INFORMATION SYSTEM FOR ON-SCENE COMMANDERS." International Oil Spill Conference Proceedings 1987, no. 1 (April 1, 1987): 67–69. http://dx.doi.org/10.7901/2169-3358-1987-1-67.

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ABSTRACT This paper describes the development of TACID, a computer-based data base system for use by on-scene commanders and technical advisors at the scene of an oil spill. The system uses an MS-DOS-based lap-top computer, a readily available data base program, and a menu-driven selection process. All the environmental and response data for a geographic area are recorded on a number of 3.5-inch rugged computer discs, and an operating program has been written to allow users to select the appropriate disc. The computer serves both as a retrieval program and as an arithmetic processor. The use of TACID greatly enhances the capabilities of emergency response commanders and their technical advisors to deal with an oil spill on the scene.
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Kniat, Aleksander. "Visualization of a Lifeboat Motion During Lowering Along Ship’s Side." Polish Maritime Research 24, no. 4 (December 20, 2017): 42–46. http://dx.doi.org/10.1515/pomr-2017-0134.

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Abstract This paper presents description of a computer program for motion visualization of a lifeboat lowered along ship’s side. The program is a post-processor which reads results of numerical calculations of simulated objects’ motions. The data is used to create scene composed of 3D surfaces to visualize mutual spatial positions of a lifeboat, ship’s side and water waving surface. Since the numerical data contain description of a simulation as a function of time it is possible to screen a static scene showing the simulated objects in an arbitrary instance of time. The program can also reproduce a sequence of scenes in the form of animation and control its speed. The static mode allows to view an arbitrary crosssection of the scene, rotate and enlarge specific details and make the image more realistic by hiding invisible lines or shading. The application of the program is aimed at making it possible to assess and analyze numerical calculation results in advance of their experimental verification.
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Wotherspoon, P. D., and J. J. Swiss. "Oil in Ice Computer Simulation Model." Water Science and Technology 18, no. 2 (February 1, 1986): 41–46. http://dx.doi.org/10.2166/wst.1986.0014.

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A computer simulation program which depicts the behaviour and distribution of oil spilled in or under sea ice has been developed. The program combines mathematical models developed in previous studies to describe the motion of oil in/under landfast, first-year and multi-year ice. By inputting or estimating such key parameters as oil type, spill type, spill duration, flow rate, ice type, relative under ice current speed and direction, under ice roughness and distinct ice features, a time series of “maps” is generated showing the distribution of the spilled oil. At present, the simulation does not include the movement of oil contaminated ice but future development plans include incorporation of the program into a Beaufort Sea ice motion model. The program is a tool which can be used to assist on - scene commanders during spill response and to plan counter-measures for oil spills in/under sea ice.
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Richens, Paul, and Simon Schofield. "Interactive computer rendering." Architectural Research Quarterly 1, no. 1 (1995): 82–91. http://dx.doi.org/10.1017/s1359135500000142.

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Interactive rendering combines the geometrical precision of classical computer graphics with the representational freedom of a paint program. It is more sympathetic to the ways in which designers use images, and overcomes many of the frustrations experienced in rendering from CAD models. The scene is generated in a standard viewing application, but saved as a specially enhanced raster image. The extra information allows the interactive renderer to apply brushed-on rendering effects which are sensitive to the perspective of the image. Effects can be applied locally or overall, and may be overlaid, blended and erased to create complex combinations. A huge range of treatments is obtainable, both photorealistic and not.
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Goshin, Ye, and A. Kotov. "Parallel implementation of the multi-view image segmentation algorithm using the Hough transform." Computer Optics 41, no. 4 (2017): 588–91. http://dx.doi.org/10.18287/2412-6179-2017-41-588-591.

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We report on the parallel implementation of a multi-view image segmentation algorithm via segmenting the corresponding three-dimensional scene. The algorithm includes the reconstruction of a three-dimensional scene model in the form of a point cloud, and the segmentation of the resulting point cloud in three-dimensional space using the Hough space. The developed parallel algorithm was implemented on graphics processing units using CUDA technology. Experiments were performed to evaluate the speedup and efficiency of the proposed algorithm. The developed parallel program was tested on modelled scenes.
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Desai, Jairaj, Jijo K. Mathew, Yunchang Zhang, Robert Hainje, Deborah Horton, Seyyed Meghdad Hasheminasab, Ayman Habib, and Darcy M. Bullock. "Assessment of Indiana Unmanned Aerial System Crash Scene Mapping Program." Drones 6, no. 9 (September 17, 2022): 259. http://dx.doi.org/10.3390/drones6090259.

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Many public safety agencies in the US have initiated a UAS-based procedure to document and map crash scenes. In addition to significantly reducing the time taken to document evidence as well as ensuring first responder safety, UAS-based mapping reduces incident clearance time and thus the likelihood of a secondary crash occurrence. There is a wide range of cameras used on these missions, but they are predominantly captured by mid-priced drones that cost in the range of $2000 to $4000. Indiana has developed a centralized processing center at Purdue University that has processed 252 crash scenes, mapped using 29 unique cameras, from 35 public agencies over the past three years. This paper includes a detailed case study that compares measurements obtained from a traditional ground-based real-time kinematic positioning base station and UAS-based photogrammetric mapping. The case study showed that UAS derived scale errors were within 0.1 ft (3 cm) of field measurements, a generally accepted threshold for public safety use cases. Further assessment was done on the 252 scenes using ground control scale error as the evaluation metric. To date, over 85% of the measurement errors were found to be within 0.1 ft (3 cm). When substantial errors are identified by the Purdue processing center, they are flagged for further dialog with the agency. In most of the cases with larger errors, the ground control distance was incorrectly measured, which is easily correctable by returning to the scene and performing new distance control measurements.
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An, Jun, and Jin Song Fan. "Study on Development Techniques of AR Application Program in MFC Environmen." Applied Mechanics and Materials 527 (February 2014): 281–85. http://dx.doi.org/10.4028/www.scientific.net/amm.527.281.

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Augmented Reality(AR) technology aims to integrate virtual objects with real scene by using computer technology and to realize real scenes enhancing. This paper presented a research method of using osgART to develop AR application programs in MFC (Microsoft Foundation Classes) environment, and discussed some related techniques. Corresponding procedures are given in each section, and a design example for product evaluation and exhibition is presented. This example was developed by the presented method in this paper, and its system ran in good condition after repeated tests. From the results of this paper, it can be seen that by using MFC and osgART to develop AR application programs, the seamless integration and interaction between the real environment and virtual objects can been easily realized, which will be benefit to improve the efficiency of developing AR application programs.
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Williams, JD, Jillian A., and Aileen B. Xenakis, JD. "Establishing identity during a disaster: The Emergency Management Assistance Compact and the First Responder Authentication Credential." Journal of Emergency Management 6, no. 6 (November 1, 2008): 11. http://dx.doi.org/10.5055/jem.2008.0041.

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As emergencies consistently overwhelm the resources of the jurisdictions they affect, the emergency management community responds with legislation enacting programs to send aid more efficiently, including the Emergency Management Assistance Compact (EMAC). Correspondingly, emergency management technology develops to meet the field’s evolving needs. The Office of the National Capital Region Coordination (ONCRC) finds that the technology behind First Responder Authentication Credentials, or FRAC cards, will supplement the EMAC program by providing the trust framework that will enable identity and typing to be electronically verified to one individual issued from an authoritative source. It puts into practice “trust but verify” with verification being enabled electronically and provides a trust framework that assures the incident scene commander that a visiting first responder is who he says he is and is certified to perform the tasks that he has been assigned. In the chaos that accompanies such disasters, there is a latent threat of doing more harm by admitting unauthenticated people to an already vulnerable asset or scene; in an effort to protect against further harm, capable and available assisting responders are often prevented from actually helping. The FRAC program is the next stage in the emergency management field’s development of more efficient response mechanisms. In essence, FRAC picks up where EMAC left off: it provides a credential with photo and biometric identification that accesses computer data confirming the visiting first responder’s attributes and skill sets. It allows on-scene security to confirm a visiting first responder’s identity and credentials. Necessity is the mother of invention, and the FRAC program meets the current need for electronic verification of identity and skills, while simultaneously allowing for greater accountability on the scene of a disaster. The FRAC technology will be a critical element in reaching the next level of success in emergency response. It should fit seamlessly into the programs that have already yielded positive results and should help first responders to be more effective and efficient.
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Dissertations / Theses on the topic "SCENE (Computer program)"

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ROUX, JOHANN. "Exploring text-to-scene feedback as an alternativefor second language acquisition : Development of a text-to-scene program for the assimilation of spatial relations in anewly-acquired language." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-142369.

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This thesis describes the implementation of a text-to-scene conversion system, which generates a three-dimensional graphic representation of a simple text description through syntactic and pragmatic reasoning. The program is a web-based game which allows second language learners to train their skills in Swedish through the description of 3D scenes. The scenes contain two objects with various color and size properties, and the students’ task is to describe the objects and the spatial relation between them. The program was tested in a user study with 12 participants, which aimed at exploring how two different types of feedback influence the users of a text-to-scene system in the context of computer-assisted second-language learning (CALL). The participants were divided into two groups: one group trained their Swedish skills on a version of the program that provided feedback in the form of an incrementally-changing 3D scene to signal mistakes in the description, whereas the other group’s version used a more traditional incrementally-changing colored-text feedback. The accuracy of the answers and the response times were measured to compare the two methods. The results show that both groups improved their description skills over time, that the students who trained with the pictorial feedback answered faster and that the textual feedback group described more scenes correctly. These contradictory results, combined with a low participation rate and high individual variation between the participants, made it difficult to draw any precise conclusion regarding differences between the two system versions.
Denna examensarbetesrapport beskriver utvecklingen av ett text-till-scen- omvandlingsprogram, som genererar en tredimensionell, grafisk representation utifrån en textbeskrivning genom syntaktisk och pragmatisk analys. Programmet är ett webbaserat spel som är tänkt att användas av andraspråkinlärare för att träna sina färdigheter i svenska genom att beskriva 3D-scener. Scenerna innehåller två objekt med olika färg och storlek, och studenternas uppgift är att beskriva objekten och den spatiala relationen mellan dem. Programmet utvärderades i en användarstudie med 12 deltagare som syftade till att undersöka hur olika typer av feedback påverkar användarna av text-till-scenomvandlingssystemet i en andraspråksinlärningskontext. Deltagarna delades in i två grupper: en grupp tränade sin kunskap i svenska med en version av programmet som gav återkoppling i form av en stegvis förändrad 3D-scen för att markera fel i användarnas beskrivning, medan den andra gruppens version använde sig av en mer traditionell textbaserad återkoppling. Korrektheten på beskrivningarna och svarstiderna mättes för att utvärdera de två metoderna. Resultaten visar att båda grupperna blev bättre på att beskriva scenerna över tid, men att gruppen med grafisk-feedback svarade snabbare medan gruppen med text-feedback gruppen beskrev fler scener korrekt. Dessa något motsägelsefulla resultat, kombinerade med ett lågt deltagande och stor individuell variation mellan deltagarna, gör det svårt att dra några precisa slutsatser angående skillnader mellan de två versionerna.
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Lin, Chien-Nan, and 林建男. "Using FDS Computer Simulation Programs and CCIO On-scene Rescue Procedure to Explore Fire Rescue Strategies for Dwellings on the Fifth Floor or Lower." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/d6cj8d.

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碩士
國立勤益科技大學
化工與材料工程系
106
Fire statistics in Taiwan and abroad in recent years show that fires occurred in buildings more often than in any other places, and fires occurred in dwellings more than in any other type of buildings. Dwellings were also where fires caused the most damage to lives and properties. Therefore, dwelling fires are the main focus of building fires, and nations across the globe focus their analysis on dwelling fires. This research studied buildings on the fifth floor or lower. Literature and laws and regulations from Taiwan and abroad were collected and compiled in this study. Difficulties in escapes and fire extinction were analyzed in conjunction with disaster ratio analysis. The study used the FDS computer simulation programs by the American National Standard Institute as a tool to reestablish a major dwelling fire in Taiwan. It simulated the rescue mission as conducted according to the Command and Control of Incident Operations (CCIO). Computer simulations showed that the six people trapped in fire had only 50, 62, 64, 77, 79, and 109 seconds to escape to safety, which were shorter than the time that fire rescuers needed to reach them and intervene to save them. Therefore, in terms of time, there was no chance for a rescue. However, if those trapped in fire could choose the right direction to escape, to close doors, to save valuable time, to use the CCIO effectively to rescue, and to use proper strategies, the rescue operations with a goal to save lives could succeed. Finally, the safety of dwellings starts with preventing fires at home, the prevention of fire disasters, and fire rescue. This study suggested to combine in the future fire scene computer simulation and reestablishment with CCIO rescue to give rescue workers the valuable experience and to more efficiently utilize the CCIO model in order to save people trapped in fires.
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Books on the topic "SCENE (Computer program)"

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author, Pikrakis Aggelos, ed. Introduction to audio analysis: A MATLAB approach. Kidlington, Oxford: Academic Press is an imprint of Elsevier, 2014.

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Your Code as a Crime Scene: Use Forensic Techniques to Arrest Defects, Bottlenecks, and Bad Design in Your Programs. O'Reilly Media, 2015.

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Book chapters on the topic "SCENE (Computer program)"

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Zhao, Yujuan, Baojiang Cui, and Jie Xu. "A Privacy-Preserving Medical Data Traceability System Based on Attribute-Based Encryption on Blockchain." In Communications in Computer and Information Science, 27–36. Singapore: Springer Singapore, 2022. http://dx.doi.org/10.1007/978-981-16-9229-1_2.

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AbstractWith the continuous development of distributed technology, blockchain has been widely applied to solve practical problems in various fields. Its advantages such as decentralization and non-tamperability perfectly meet the needs of permanent query of traceability scene information, and can solve the trust problem of multi-party participation in various links. At the same time, as data security has received more and more attention. The privacy protection and permission control of “on-chain” data need to be resolved. Medical data records are very valuable and sensitive data. Reliable storage and credible traceability are of great significance to the health of patients and the long-term development of medical undertakings. To issue the above problems, here, we propose a secure medical data traceability system that combines data desensitization and attribute-based encryption algorithms to achieve the traceability capabilities and ensure the reliable storage of medical data records on blockchain. Data desensitization provides a certain degree of security for sensitive data involving personal information in medical data. The introduction of attribute encryption has solved the problem of unauthorized access to data. Finally, we analyzed the security of the solution and Verify the efficiency of the program.
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Aradau, Claudia, and Tobias Blanke. "Others." In Algorithmic Reason, 69–90. Oxford University Press, 2022. http://dx.doi.org/10.1093/oso/9780192859624.003.0004.

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This chapter investigates the algorithmic production of potentially dangerous ‘others’. Starting from the public scene opened by the case of the Al Jazeera journalist Ahmad Zaidan, wrongly identified by the SKYNET programme of the US National Security Agency as a suspect terrorist, we show how others are produced as ‘anomalies’ at the intersection of machine-learning algorithms and security practices. Methodologically, there were numerous limits to analysing the unfolding of the Zaidan scene of othering, as the work of security algorithms is kept secret. We drew on material disclosed by Snowden in conjunction with legal cases which challenged the targeting of Zaidan and another journalist, Bilal Abdul Kareem, as well as computer science literature and funded projects that expound the importance and techniques of anomaly detection. We argue that anomalies disturb binaries of normal–abnormal, friend–enemy, self–other and show how the effects of anomaly detection amount to a form of racism that Achille Mbembe has called ‘nanoracism’.
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Conference papers on the topic "SCENE (Computer program)"

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Zhirova, A. A., E. V. Popov, and S. I. Rotkov. "Web-based Guide for Students Studying the Course of Descriptive Geometry." In 32nd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/graphicon-2022-971-981.

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The KinPerGeo program is intended for use in the process of teaching students of higher educational institutions the basics of descriptive geometry. The program allows students to visually demonstrate in the form of interactive videos the basics of the projection apparatus, the laws for the formation of drawings of basic figures, the transformation of drawings and the solution of positional and metric problems on them. 3D models of figures and modeling scenes are widely used to form demonstration videos. The program was written using the JavaScript programming language and the Three.js and OrbitControls.js libraries. The program has the ability to animate models, as well as control the viewpoint of a 3D scene with the mouse, which helps students understand the algorithms for forming, converting drawings and solving descriptive geometry problems on them.
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Budak, Vladimir, and Ekaterina Emelianova. "Realistic Simulation of Synthetic Images on Computer Monitors Based on the Color Appearance Model CIECAM02." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-809-817.

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The theory of global illumination and computer programs based on it allows calculating the light field accurately in an arbitrary three-dimensional lighting scene. However, the output of the visualization of the light field spatial-angular distribution to the display screen in the form of an image is inevitably associated with scaling the luminance and color of the image pixels to the computer display dynamic range. To date, a color appearance model was created in colorimetry. This model allows recalculating the image pixels' color for viewing conditions other than the original ones preserving the image's visual perception. This model is approved by the CIE (International Commission on Illumination) as a standard model under the name CIECAM02. In this paper, the CIECAM02 algorithm model is implemented, and a study of designing a lighting system for lighting a theater stage to create an atmosphere of sunset is carried out. Modeling the lighting system is performed in the DIALux evo program, which is the de facto standard of design in lighting engineering. The correspondence of the visualization of the stage lighting to the feeling of sunset is analyzed based on expert assessments. The research allows us to recommend the inclusion of the CIECAM02 model in the algorithms for visualizing the image of three-dimensional lighting scenes.
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Афонина, Елена, Elena Afonina, Марина Николаевна Левая, Marina Nikolaevna Levaya, Игорь Сергеевич Левый, and Igor Sergeevich Levyy. "Modelling of Flexible Elements." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-219-221.

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Flexible elements are used for modeling of various hawsers, chains, ropes, tail-ropes and other elements in the programmes of simulation. Depending on a current task a set of requirements necessary for a flexible element modeling is formulated. The article presents two methods of rope, wire, cable designing in computer games programming environment Unity3D based on the use of primitive objects. The standard design method grounded in hinge joints employment is considered. The disadvantages of a standard method are noted and two new methods of modeling are offered. The developed methods consider the requirements necessary for the solution of the task at hand, they include the reality of a scene, the interaction with surrounding objects, the possibility to specify the function of a natural sag. Two methods of modeling are compared taking into account the implementation area of programs, the reflection of physical and geometrical properties of modelled entity and the reality of a scene. Both methods meet specified requirements, however it is expedient to use one of the methods for mobile scenes, such as games, exercise machines, simulators of processes, while the other fits better for static programmes.
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Baraban, Serhii V., and Olena A. Shevchuk. "Information technology of provision recommendations in emergency situations." In 16th IC Measurement and Control in Complex Systems. Vinnytsia: VNTU, 2022. http://dx.doi.org/10.31649/mccs2022.15.

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In the work, information technology for providing recommendations in emergency situations was developed, which helps the dispatcher of the State Emergency Service of Ukraine when talking to a person at the scene of an emergency, and also correctly determines recommendations for further actions in an emergency, while the brigade on duty heading to the scene of an emergency. An analysis of models and methods of providing recommendations in emergency situations was carried out. The types and classes of information technologies that solve the task of providing recommendations are defined. The combined application of fuzzy logic and expert systems in the process of providing recommendations in emergency situations is proposed. The design of software tools for providing recommendations based on the methodology of analysis and design of Structured analysis and design technique (SADT) systems has been completed. Software tools have been developed to determine the necessary key parameters by which each characteristic of an emergency situation is determined. In accordance with the tasks, the structural organization of the software product is proposed, the class diagram and the scheme of the algorithm of the program are developed and described. Software for providing recommendations in emergency situations has been developed, which improves the quality of providing recommendations in emergency situations due to the integration of technologies of expert systems and fuzzy logic. Software testing and analysis of information technology for providing recommendations in emergency situations was carried out. The work was carried out in accordance with the direction of scientific research of the Department of Computer Sciences of Vinnytsia National Technical University and the plan of scientific and educational and methodological work of the department.
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Boos, Georgy, Vladimir Budak, Ekaterina Ilyina, and Tatyana Meshkova. "SCALING OF SENSATIONS DURING THE PERFORMANCE OF VISUAL TASKS IN RELATION TO HUMAN CENTRIC LIGHTING." In CIE 2021 Conference. International Commission on Illumination, CIE, 2021. http://dx.doi.org/10.25039/x48.2021.po49.

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Currently, programs for lighting calculation based on computer graphics (CG) allows us to move to a fundamentally new approach to a assessing the quality of lighting. A designing based on illuminance can be complement with designing based on synthetic images or on lighting design. Modern CG programs can calculate the spatial-angular distribution of luminance (SADL). However, to make the assessment of the quality of lighting using SADL a new criterion is needed. This paper considers constructing a physiological model of the visual perception scale based on experimental data and on neural network for simple scene as light source viewed on a uniform background with different luminance levels. Scale based on threshold contrasts of luminance for each sensation can be a fundament of new criterion. The article offers the method of construction the map for each sensation using the example of «discomfort» and «unpleasant» maps that can easily applied in programs.
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Ding, Houzhu, Filippos Tourlomousis, Azizbek Babakhanov, and Robert C. Chang. "Design of a Personalized Skin Grafting Methodology Using an Additive Biomanufacturing System Guided by 3D Photogrammetry." In ASME 2015 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/imece2015-51990.

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In this paper, the authors propose a novel method whereby a prescribed simulated skin graft is 3D printed, followed by the realization of a 3D model representation using an open-source software AutoDesk 123D Catch to reconstruct the entire simulated skin area. The methodology is photogrammetry, which measures the 3D model of a real-word object. Specifically, the principal algorithm of the photogrammetry is structure from motion (SfM) which provides a technique to reconstruct a 3D scene from a set of images collected using a digital camera. This is an efficient approach to reconstruct the burn depth compared to other non-intrusive 3D optical imaging modalities (laser scanning, optical coherence tomography). Initially, an artificial human hand with representative dimensions is designed using a CAD design program. Grooves with a step-like depth pattern are then incorporated into the design in order to simulate a skin burn wound depth map. Then, the *.stl format file of the virtually wounded artificial hand is extruded as a thermoplastic material, acrylonitrile butadiene styrene (ABS), using a commercial 3D printer. Next, images of the grooves representing different extents of burned injury are acquired by a digital camera from different directions with respect to the artificial hand. The images stored in a computer are then imported into AutoDesk 123D Catch to process the images, thereby yielding the 3D surface model of the simulated hand with a burn wound depth map. The output of the image processing is a 3D model file that represents the groove on the plastic object and thus the burned tissue area. One dimensional sliced sections of the designed model and reconstructed model are compared to evaluate the accuracy of the reconstruction methodology. Finally, the 3D CAD model is designed with a prescribed internal tissue scaffold structure and sent to the dedicated software of the 3D printing system to print the design of the virtual skin graft with biocompatible material poly-ε-caprolactone (PCL).
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Tudor, Sarah M., Stephanie L. Carey, and Rajiv V. Dubey. "The Development of a Dynamic Adaptive Driving Simulator." In ASME 2014 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/imece2014-40152.

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The ability to drive a car is an important skill for individuals with a spinal cord injury to maintain a high quality of life, particularly their freedom and independence. However, driving with a physical disability often requires the installation of an adaptive driving system to control steering, gas, and braking. The two main types of adaptive driving controls are mechanical and electrical, also known as drive by wire (DBW). DBW controls work by converting electric signals to mechanical actuators. Driving simulators are useful tools for adaptive driving systems because they allow users to test different control devices, to practice driving without the dangers of being on the road, and can be used as a safe way to evaluate disabled drivers. This study focused on the development of a dynamic driving simulator using DBW controls because most studies focus on mechanical controls and not DBW controls and often use static simulators. The simulator was developed using the Computer Assisted Rehabilitation Environment (CAREN) virtual reality system. The CAREN system (Motek Medical, Amsterdam, Netherlands) includes a six degree of freedom motion base, an optical motion capture system, a sound system, and a 180-degree projection screen. The two DBW controls, a lever device to control the gas and brake and a small wheel device to control steering, sent an electric signal to a Phidget board, which interfaced with the CAREN system. Several different driving scenarios were created and imported into CAREN’s D-Flow software. A program was developed in D-Flow to control the scene and motion of the platform appropriately based on the DBW controls via the Phidget. The CAREN system dynamically controlled the motion platform based on the user’s input. For example, if the user applied the brake suddenly, the user felt a deceleration from the motion platform moving backwards. The driving simulator showed the capability to provide dynamic feedback and, therefore, may be more realistic and beneficial than current static adaptive driving simulators. The dynamic adaptive driving simulator developed may improve driving training and performance of persons with spinal cord injuries. Future work will include testing the system with and without the dynamics from the moving platform to see how this type of feedback affects the user’s driving ability in the virtual environment.
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Vasev, P. A., M. O. Bakhterev, D. V. Manakov, and S. V. Porshnev. "Elements of Scientific Visualization Systems." In 32nd International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/graphicon-2022-304-315.

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The paper discusses elements of logical models of graphical user interfaces used in both universal and specialized scientific visualization systems. Criteria of expressiveness of programming language that are discussed in “Structure and Interpretation of Computer Programs” book are applied to graphical interfaces. It is shown that graphical interfaces allow user to operate on same digital substance and with same logical approaches as in textual programming languages. Both use basic elements, allow their combination, and support the procedure of abstraction. Authors suggest considering this aspect when developing graphical interfaces. Then, idea of modifiers (known also as behaviors, effects, so on) is discussed. Idea of extensions (known also as plugins, modules, and applications) is also discussed. Some methods of programming of scene dynamics are presented. Also languages and ontologies of scientific visualization are discussed, e.g. models for editing visualization pipeline: adding data to projects, filtering of that data, and methods of description of data representation on screen.
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9

Toglia, Angelo, Gregory D. Stephens, David J. Michalski, and Joy L. Rodriguez. "Applications of PhotoModeler in Accident Reconstruction." In ASME 2005 International Mechanical Engineering Congress and Exposition. ASMEDC, 2005. http://dx.doi.org/10.1115/imece2005-79250.

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Photographic methods of analyzing vehicles and scenes for the purpose of accident reconstruction have been well researched and documented. Photogrammetric analysis has appeared in various forms and levels of complexity over the years. Mathematical relationships have been researched and presented depicting the methods and bases of these techniques. This paper will present some new tools and methodologies in the process of photographic analysis. The PhotoModeler program will be utilized to demonstrate applications of digital photogrammetry in the field of accident reconstruction. Several different methodologies, including single and multiple photograph projects using calibrated and inverse cameras, will be evaluated and demonstrated. Additionally, comparisons to traditional methods of measurements will be presented. It will be demonstrated that the use of digital photogrammetry has advanced the science of accident reconstruction by employing computer and digital technology to achieve greater efficiency and improved accuracy.
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Boos, George, Vladimir Budak, Ekaterina Ilyina, and Tatyana Meshkova. "Scaling of Discomfort Sensations in the Conditions of Performing Office Visual Tasks." In 31th International Conference on Computer Graphics and Vision. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/graphicon-2021-3027-818-825.

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Currently, computer graphics programs (CG) as a tool for designing lighting installations allows us to move to a fundamentally new approach to assessing the quality of lighting: to move away from designing based on illuminance values to designing based on synthetic images or lighting design. Modern CG programs allow us to calculate the spatial-angular distribution of luminance (SADL). Still, some criterion is needed for the assessment, which will allow us to uniquely determine the quality of lighting in terms of luminance distribution. In this paper, we consider constructing a physiological model of the visual sense scale for assessing the quality of lighting according to SADL based on an experiment to assess visual sense from the luminance of a light source in the field of view on a uniform background with different luminance. As a result of the work done, it is proposed to use a scale of sensations in the form of a certain space. The axis of space is the threshold contrast for the resulting sense of discomfort, depending on the observation conditions. All other sensations are separated from the axis at some distance. Threshold contrasts, at which visual sensations arise within the framework of the proposed scale, can be used in the future to assess the storm in the lighting scene using a new criterion and will allow analysing the quality of lighting using CG methods.
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