Letteratura scientifica selezionata sul tema "Shadow or reality?"

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Articoli di riviste sul tema "Shadow or reality?"

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Supan, Peter, Ines Stuppacher e Michael Haller. "Image Based Shadowing in Real-Time Augmented Reality". International Journal of Virtual Reality 5, n. 3 (1 gennaio 2006): 1–7. http://dx.doi.org/10.20870/ijvr.2006.5.3.2692.

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This work presents an approach to render appropriate shadows with Image Based Lighting in Augmented Reality applications. To approximate the result of environment lighting and shadowing, the system uses a dome of shadow casting light sources. The color of each shadow is determined by the area of the environment behind the casting light source. As a result it is possible that changes in the lighting conditions immidiately affect the shadow casting of virtual objects on real objects
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Osti, Francesco, Gian Maria Santi e Gianni Caligiana. "Real Time Shadow Mapping for Augmented Reality Photorealistic Rendering". Applied Sciences 9, n. 11 (30 maggio 2019): 2225. http://dx.doi.org/10.3390/app9112225.

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In this paper, we present a solution for the photorealistic ambient light render of holograms into dynamic real scenes, in augmented reality applications. Based on Microsoft HoloLens, we achieved this result with an Image Base Lighting (IBL) approach. The real-time image capturing that has been designed is able to automatically locate and position directional lights providing the right illumination to the holograms. We also implemented a negative “shadow drawing” shader that contributes to the final photorealistic and immersive effect of holograms in real life. The main focus of this research was to achieve a superior photorealism through the combination of real-time lights placement and negative “shadow drawing” shader. The solution was evaluated in various Augmented Reality case studies, from classical ones (using Vuforia Toolkit) to innovative applications (using HoloLens).
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Casas Cambra, Llogari, Matthias Fauconneau, Maggie Kosek, Kieran Mclister e Kenny Mitchell. "Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses". Computers 8, n. 2 (2 aprile 2019): 29. http://dx.doi.org/10.3390/computers8020029.

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Shadow-retargeting maps depict the appearance of real shadows to virtual shadows given corresponding deformation of scene geometry, such that appearance is seamlessly maintained. By performing virtual shadow reconstruction from unoccluded real-shadow samples observed in the camera frame, this method efficiently recovers deformed shadow appearance. In this manuscript, we introduce a light-estimation approach that enables light-source detection using flat Fresnel lenses that allow this method to work without a set of pre-established conditions. We extend the adeptness of this approach by handling scenarios with multiple receiver surfaces and a non-grounded occluder with high accuracy. Results are presented on a range of objects, deformations, and illumination conditions in real-time Augmented Reality (AR) on a mobile device. We demonstrate the practical application of the method in generating otherwise laborious in-betweening frames for 3D printed stop-motion animation.
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Kim, Hyungil, Jessica D. Isleib e Joseph L. Gabbard. "Virtual Shadow". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, n. 1 (settembre 2016): 2093–97. http://dx.doi.org/10.1177/1541931213601474.

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Most obvious benefit of augmented reality (AR) displays is direct perception of information atop physical reality. In driving context, however, AR interfaces should be designed carefully to guide drivers’ attention while minimizing attentional narrowing. This work aims to design an interface for cross traffic alert using an AR head up display (HUD) that is compatible with both the driver’s cognitive process and physical reality of driving environment. Ecological interface design (EID) allowed us to complement current user centered design (UCD) approaches by considering human-environment interaction and leveraging the inherent benefit of AR interfaces: conformal graphics. We designed a novel interface that casts virtual shadows of approaching obstacles through an AR HUD and prototyped this idea for a specific use-case of pedestrian collision warning. Our initial usability evaluation demonstrated potential benefits of incorporating EID into AR interface design. The approaches and design idea from this study can be leveraged by future researchers and designers to create more reliable and safer AR interfaces for vehicle drivers.
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Peretz, Eyal. "Introduction: Reality and Its Shadow". Yearbook of Comparative Literature 56, n. 1 (2010): 1–5. http://dx.doi.org/10.1353/cgl.2010.0001.

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Wood, Geof. "Labels: A Shadow Across Reality". Development and Change 16, n. 3 (luglio 1985): 343–45. http://dx.doi.org/10.1111/j.1467-7660.1985.tb00213.x.

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Lee, Sangyoon, e Hyunki Hong. "Use of Gradient-Based Shadow Detection for Estimating Environmental Illumination Distribution". Applied Sciences 8, n. 11 (15 novembre 2018): 2255. http://dx.doi.org/10.3390/app8112255.

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Environmental illumination information is necessary to achieve a consistent integration of virtual objects in a given image. In this paper, we present a gradient-based shadow detection method for estimating the environmental illumination distribution of a given scene, in which a three-dimensional (3-D) augmented reality (AR) marker, a cubic reference object of a known size, is employed. The geometric elements (the corners and sides) of the AR marker constitute the candidate’s shadow boundary; they are obtained on a flat surface according to the relationship between the camera and the candidate’s light sources. We can then extract the shadow regions by collecting the local features that support the candidate’s shadow boundary in the image. To further verify the shadows passed by the local features-based matching, we examine whether significant brightness changes occurred in the intersection region between the shadows. Our proposed method can reduce the unwanted effects caused by the threshold values during edge-based shadow detection, as well as those caused by the sampling position during point-based illumination estimation.
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Thapa, Neelam. "Navigating Shadows: Unraveling the Fluidity of Reality and Borders in Amitav Ghosh's "The Shadow Lines" (1988)". International Journal of Science and Research (IJSR) 12, n. 11 (5 novembre 2023): 1862–65. http://dx.doi.org/10.21275/sr231126140140.

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Roper, Matthew. "Mormonism: Shadow or Reality?. 5th ed." Review of Books on the Book of Mormon 4 (1992) (1 gennaio 1992): 169–215. http://dx.doi.org/10.2307/44796520.

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Obukhov, Artem D., Andrey A. Volkov, Nadezhda A. Vekhteva, Daniil V. Teselkin e Alexey E. Arkhipov. "Human motion capture algorithm for creating digital shadows of the movement process". Journal of Physics: Conference Series 2388, n. 1 (1 dicembre 2022): 012033. http://dx.doi.org/10.1088/1742-6596/2388/1/012033.

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Abstract The improvement of virtual reality systems declares new requirements for the user immersion quality. To improve the immersiveness of the interaction process with virtual space, it is necessary to provide a realistic representation of a person in it, as well as the processes of his movement and interaction with virtual objects. In this work, the issue of using motion capture technologies to create a realistic avatar (digital shadow) and visualization of the movement process is considered. An algorithm for capturing human movements based on synchronization of various hardware solutions has been developed to create a digital shadow of the human movement process. The algorithm can be used to match the user with his virtual copy in virtual reality systems. The scientific novelty of the method lies in taking into account the position, direction and speed of a person’s movement, synchronization of the motion capture hardware tools used to create digital shadows of the person’s movement process.
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Tesi sul tema "Shadow or reality?"

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Chrysanthou, Yiorgos. "Shadow computation for 3D interaction and animation". Thesis, Queen Mary, University of London, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244505.

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Catchpole, Jason James. "Adaptive Vision Based Scene Registration for Outdoor Augmented Reality". The University of Waikato, 2008. http://hdl.handle.net/10289/2581.

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Augmented Reality (AR) involves adding virtual content into real scenes. Scenes are viewed using a Head-Mounted Display or other display type. In order to place content into the user's view of a scene, the user's position and orientation relative to the scene, commonly referred to as their pose, must be determined accurately. This allows the objects to be placed in the correct positions and to remain there when the user moves or the scene changes. It is achieved by tracking the user in relation to their environment using a variety of technology. One technology which has proven to provide accurate results is computer vision. Computer vision involves a computer analysing images and achieving an understanding of them. This may be locating objects such as faces in the images, or in the case of AR, determining the pose of the user. One of the ultimate goals of AR systems is to be capable of operating under any condition. For example, a computer vision system must be robust under a range of different scene types, and under unpredictable environmental conditions due to variable illumination and weather. The majority of existing literature tests algorithms under the assumption of ideal or 'normal' imaging conditions. To ensure robustness under as many circumstances as possible it is also important to evaluate the systems under adverse conditions. This thesis seeks to analyse the effects that variable illumination has on computer vision algorithms. To enable this analysis, test data is required to isolate weather and illumination effects, without other factors such as changes in viewpoint that would bias the results. A new dataset is presented which also allows controlled viewpoint differences in the presence of weather and illumination changes. This is achieved by capturing video from a camera undergoing a repeatable motion sequence. Ground truth data is stored per frame allowing images from the same position under differing environmental conditions, to be easily extracted from the videos. An in depth analysis of six detection algorithms and five matching techniques demonstrates the impact that non-uniform illumination changes can have on vision algorithms. Specifically, shadows can degrade performance and reduce confidence in the system, decrease reliability, or even completely prevent successful operation. An investigation into approaches to improve performance yields techniques that can help reduce the impact of shadows. A novel algorithm is presented that merges reference data captured at different times, resulting in reference data with minimal shadow effects. This can significantly improve performance and reliability when operating on images containing shadow effects. These advances improve the robustness of computer vision systems and extend the range of conditions in which they can operate. This can increase the usefulness of the algorithms and the AR systems that employ them.
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Cöster, Jonatan. "The effects of shadows on depth perception in augmented reality on a mobile device". Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-249663.

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In the visual perception of depth in computer graphics, people rely on a number of cues, including depth of field, relative size of objects in perspective, and shadows. This work focuses on shadows in Augmented Reality. An experiment was performed in order to measure the effects of having virtual objects cast shadows on real objects. Users performed the task of placing a virtual object on a physical table, in an Augmented Reality environment displayed on a mobile device. The virtual object was either a cube or a sphere. The effects of having shadows enabled was measured by time to task completion and the positional error. Qualitative measurements of the user experience were also made, through the use of questionnaires. The results showed a decrease in both positional error and time to task completion when shadows were enabled. The results also indicated that users placed the objects with a higher degree of certainty when shadows were enabled. The quantitative and qualitative results of the experiment showed that users found it easier to perceive the position of the virtual object with respect to the physical object when the virtual object cast shadows.
Människor använder flera olika indikatorer för att uppfatta djup i datorgrafik, bland annat skärpedjup, den relativa storleken hos objekt i perspektiv och skuggor. Denna studie fokuserar på skuggor i förstärkt verklighet. Ett experiment genomfördes, vars syfte var att mäta effekterna av att låta virtuella objekt kasta skuggor på fysiska objekt. Användare fick utföra en uppgift som gick ut på att placera ett virtuellt objekt på ett fysiskt bord i förstärkt verklighet som visades på en mobil enhet. Det virtuella objektet var antingen en kub eller en sfär. För att mäta effekterna av att objekten kastade skuggor så mättes tiden det tog användare att slutföra uppgiften, samt positioneringsfelet. Med hjälp av frågeformulär gjordes även kvalitativa mätningar. Resultaten visade att både positioneringsfelet och tiden för att slutföra uppgiften minskade när objekten kastade skuggor. Resultaten visade också att användarna verkade mer säkra när de placerade objekten, när objekten kastade skuggor. De kvantitativa och kvalitativa resultaten från experimentet visade att användarna tyckte att det var lättare att avgöra positionen på det virtuella objektet i förhållande till det fysiska objektet när det virtuella objektet kastade skuggor.
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Black, John. "Chasing shadows : a look at the treatment of light and shade in painters' quest for spatial realism in 13th and 14th century Italy". Thesis, University of Glasgow, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.247734.

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Dikman, David. "Ambient Occlusion i Realtid". Thesis, University of Skövde, School of Humanities and Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-1109.

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Ambient Occlusion är en teknik för ambient ljussättning i digitala tredimensionella scener. Sådana scener ljussätts vanligtvis med en konstant mängd ambient ljus på samtliga ytor oberoende av ytornas vinkel och position gentemot olika ljuskällor i scenen. Detta ger ett platt och kalt intryck och utan vidare ljussättningstekniker är det ytterst svårt att urskönja detaljer i scenen. Ambient Occlusion åthjälper detta genom att reducera mängden ambient ljus i vissa delar av scenen. Ambient ljus är en enkel approximation av det reflekterade diffusa ljuset som antas nå nästan överallt i scenen. Genom att sänka det ambienta ljuset på punkter i scenen med tät eller täckande geometri så ger Ambient Occlusion ett intryck av att det sekundära diffusa ljuset ej når dessa platser. Pappret undersöker en äldre variant av Ambient Occlusion där mängden ambient ljus beräknas statiskt för en scen och sparas i texturer. Vidare undersöks nyare metoder där mängden ambient ljus beräknas dynamiskt på den renderade scenen i Pixel Shaders. Det senare tillvägagångssättet kallas Image Based Ambient Occlusion eller Screen Space Ambient Occlusion. Detta nya tillvägagångssätt jämförs mot den traditionella angreppsvinkeln med förberäknade texturer. Teknikerna utvärderas och jämförs mot varandra i avseende på tids- och minneskomplexitet, enkelhet och visuellt resultat utöver specifika egenskaper för de enskilda teknikerna. Arbetets resultat beskrivs i slutet av rapporten. I resultatet presenteras hur shaderteknikerna pga sina brister inte är applicerbara i alla scener.

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Löf, Melker Tobias. "Färgblindkorrigering i realtid". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14084.

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Målet med denna studie är att utvärdera möjligheten att göra färgkorrigering i realtid. Denna färgkorrigering ska hjälpa färgblinda att lättare urskilja mellan olika färger. Ett problem med färgkorrigering är att det kan vara för långsamt för realtid. En prototyp där existerande algoritmer har implementerats på GPU istället för CPU tas fram, detta för att testa hypotesen att färgkorrigering tar mindre prestanda ifall den implementeras på GPU. Prestandaresultaten visar att det är lämpligt att göra färgkorrigering med hjälp av shaderprogrammering på GPU istället för CPU. Ett fortsatt arbete utifrån denna studie vore att analysera hur bra olika färgkorrigeringsalgoritmer är för färgblinda personer.
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Salát, Marek. "Prototypování fotografické kompozice pomocí rozšířené reality". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255388.

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The thesis deals with an image processing problem called image matting. The problem involves detection of a foreground and background in an image with minimal user interaction using trimaps. Foreground detection is used in image composition. The goal of the thesis is to apply already known algorithms, in this case A Global sampling matting, in an Android application. The most important result is an intuitive application that can be used for making creative viral photos. Agile methodology is applied throughout the whole application development cycle. From the very beginning, the application is publicly available as a minimum viable product on Google play. The work’s contribution is in optimization of the mentioned algorithm for use in mobile devices and parallelization on a GPU, together with a publicly available application.
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Curry, Tommy J. "Cast Upon The Shadows: Essays Toward The Culturalogic Turn In Critical Race Theory". OpenSIUC, 2009. https://opensiuc.lib.siu.edu/dissertations/59.

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Unlike many Black-specific disciplines in the academy (Black psychology, Black history, etc), Black philosophy never completely forged a unique conceptual framework separate from American and Continental intellectual traditions. Instead the field has continued to define its validity by the extent that Black authors extend the thought of white philosophers towards race. This epistemic convergence, or the extent to which Black theory converges with established white philosophical traditions, and hence white racial sensibilities, continues to misguide many of the current philosophical systems of Africana thought. Because this practice is so dominate, it has made current scholarship in African American and Africana thought derelict, in the sense that all investigations into Blackness are normatively, hence ideologically driven, and not culturally relevant to the actual lives of Africana people. Because whites are able to connect their work in traditional philosophy to studies of race under the misnomer of "critical race theory," these white associations with Black philosophy have given the illusion that integration and multicultural exchanges in Africana philosophy contribute to the restructuring of the discipline of philosophy and psychical changes in whites. Unfortunately this is merely wishful thinking that fails to consider the empirical research that confirms the undeniable failure of integration. This inability by Blacks to accept and explore racism without the illusion of racial coexistence in America makes current approaches to Black philosophy irrelevant to the present day struggles that Blacks find themselves burdened by in the American context. This dissertation however argues that the acceptance of the racial realist perspective, which accepts the permanence of racism, allows Blacks to "conceptually disengage" the triumphalism of the integrationist myth and explore the world without the illusion of anthropological parity. This lacuna in the European narration of liberal democracy's vision of equality spurs the culturalogical turn in Critical Race Theory, and introduces the philosophical insights of Derrick Bell and Paul Robeson as guiding voices towards the silencing of the idealist trends in contemporary studies of racism.
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Jiddi, Salma. "Photometric registration of indoor real scenes using an RGB-D camera with application to mixed reality". Thesis, Rennes 1, 2019. http://www.theses.fr/2019REN1S015/document.

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L'objectif principale de la Réalité Mixte (RM) est de donner aux utilisateurs l'illusion que les objets virtuels et réels coexistent indistinctement dans le même espace. Une illusion efficace nécessite un recalage précis entre les deux mondes. Ce recalage doit être cohérent du point de vue géométrique et photométrique. Dans cette thèse, nous proposons de nouvelles méthodes de recalage photométrique pour estimer l'illumination et la réflectance de scènes réelles. Plus précisément, nous proposons des approches en nous attaquant à trois grands défis : (1) utilisation d'une seule caméra RGB-D. (2) estimation des propriétés de réflectance diffuse et spéculaire. (3) estimation de la position 3D et de la couleur de sources lumineuses dynamiques multiples. Dans notre première contribution, nous considérons des scènes réelles d’intérieurs où la géométrie et l'éclairage sont statiques. En observant la scène à partir d’une caméra mobile, des réflexions spéculaires peuvent être détectées tout au long de la séquence d'images RGB-D. Ces indices visuels sont très instructifs sur l'éclairage et la réflectance des surfaces des scènes. Par conséquent, nous les modélisons pour estimer à la fois les propriétés de réflectance diffuse et spéculaire ainsi que la position 3D de sources lumineuses multiples. Notre algorithme permet d'obtenir des résultats de RM convaincants tels que des ombres virtuelles réalistes ainsi qu'une suppression correcte de la spécularité réelle. Les ombres sont omniprésentes et représentent l’occultation de la lumière par la géométrie existante. Elles représentent donc des indices intéressants pour reconstituer les propriétés photométriques de la scène. La présence de texture dans ce contexte est un scénario critique. En effet, la séparation de la texture et des effets d'éclairage est souvent gérée par des approches qui nécessitent l’intervention de l'utilisateur ou qui ne répondent pas aux exigences du temps de traitement de la réalité mixte. Nous abordons ces limitations et proposons une méthode d'estimation de la position et de l'intensité des sources lumineuses. L'approche proposée gère les lumières dynamiques et fonctionne en temps quasi-réel. L'existence d'une source lumineuse est plus probable si elle est soutenue par plus d'un indice visuel. Nous abordons donc le problème de l'estimation des propriétés d’éclairage et de réflectance en analysant conjointement les réflexions spéculaires et les ombres projetées. L'approche proposée tire parti de l'information apportée par les deux indices pour traiter une grande variété de scènes. Notre approche est capable de traiter n'importe quelle surface texturée et tient compte à la fois des sources lumineuses statiques et dynamiques. Son efficacité est démontrée par une gamme d'applications, incluant la réalité mixte et la re-texturation. La détection des ombres projetées et des réflexions spéculaires étant au cœur de cette thèse, nous proposons finalement une méthode d'apprentissage approfondi pour détecter conjointement les deux indices visuels dans des scènes réelles d’intérieurs
The overarching goal of Mixed Reality (MR) is to provide the users with the illusion that virtual and real objects coexist indistinguishably in the same space. An effective illusion requires an accurate registration between both worlds. This registration must be geometrically and photometrically coherent. In this thesis, we propose novel photometric registration methods to estimate the illumination and reflectance of real scenes. Specifically, we propose new approaches which address three main challenges: (1) use of a single RGB-D camera. (2) estimation of both diffuse and specular reflectance properties. (3) estimation of the 3D position and color of multiple dynamic light sources. Within our first contribution, we consider indoor real scenes where both geometry and illumination are static. As the sensor browses the scene, specular reflections can be observed throughout a sequence of RGB-D images. These visual cues are very informative about the illumination and reflectance of scene surfaces. Hence, we model these cues to recover both diffuse and specular reflectance properties as well as the 3D position of multiple light sources. Our algorithm allows convincing MR results such as realistic virtual shadows and correct real specularity removal. Shadows are omnipresent and result from the occlusion of light by existing geometry. They therefore represent interesting cues to reconstruct the photometric properties of the scene. Presence of texture in this context is a critical scenario. In fact, separating texture from illumination effects is often handled via approaches which require user interaction or do not satisfy mixed reality processing time requirements. We address these limitations and propose a method which estimates the 3D position and intensity of light sources. The proposed approach handles dynamic light sources and runs at an interactive frame rate. The existence of a light source is more likely if it is supported by more than one cue. We therefore address the problem of estimating illumination and reflectance properties by jointly analysing specular reflections and cast shadows. The proposed approach takes advantage of information brought by both cues to handle a large variety of scenes. Our approach is capable of handling any textured surface and considers both static and dynamic light sources. Its effectiveness is demonstrated through a range of applications including real-time mixed reality and retexturing. Since the detection of cast shadows and specular reflections are at the heart of this thesis, we further propose a deep-learning framework to jointly detect both cues in indoor real scenes
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Henriksson, Petter. "INVERKAN AV UPPLÖSNING OCH RENDERINGS PRECISION PÅ VOLYMETRISK ELD I REALTID i realtids Spel : En balans mellan prestanda och utseende". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-9456.

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Detta arbete har undersökt hur mycket en volymetrisk eldeffekt med tillhörande fysiksimulering kan optimeras medan effekten samtidigt presterar tillfredställande. I bakgrunden ges en sammanfattning om eldteknikens historia. De begrepp som krävs för att förstå arbetet som helhet redogörs. I bakgrunden presenteras även den forskning som motiverar utförandet av arbetet. Bakgrunden följs av problemformuleringen med tillhörande metodbeskrivning. Problemformuleringen förklarar att optimering av en eldeffekt skall undersökas och då  eld är en mycket använd effekt. Metodbeskrivningen behandlar utförandet och förklarar att ett frågeformulär användes med en urvalsgrupp på 10 respondenter. I implementationen förklaras hur den utvecklade applikationen fungerar och vilka problem som påträffats under implementationen. Sedan följer utvärderingen som presenterar den data som samlats. Datan analyseras och intressanta slutsatser som antalet stickprov presenteras. I en avslutande diskussion presenteras vilken nytta samhället har av arbetet samt hur en fortsatt forskning kan se ut.
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Libri sul tema "Shadow or reality?"

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Williams, Robert Ian. Bible-only Christianity: Shadow or reality? Bangor is y Coed, UK: Ecclesia Press, 1997.

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Sanford, John A. Evil : the shadow side of reality. New York: Crossroad, 1985.

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Williams, Tad. City of golden shadow. New York: DAW Books, 1996.

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Williams, Tad. Otherland: City of golden shadow. New York: DAW Books, 1998.

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Williams, Tad. Otherland: City of golden shadow. New York: DAW Books, 1998.

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Willis, William James. The shadow world: Life between the news media and reality. New York: Praeger, 1991.

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Rees, Rod. The shadow wars. New York, NY: William Morrow, an imprint of HarperCollinsPublishers, 2013.

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Leach, Karoline. In the shadow of the dreamchild: The myth and reality of Lewis Carroll. London: Peter Owen, 2009.

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Shalit, Erel. The hero and his shadow: Psychopolitical aspects of myth and reality in Israel. Lanham: University Press of America, 1999.

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Vasarely, Fondation, a cura di. Réalités hybrides =: Hybrid realities. [Paris]: Archibooks, 2005.

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Capitoli di libri sul tema "Shadow or reality?"

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Levinas, Emmanuel. "Reality and Its Shadow". In Phaenomenologica, 1–13. Dordrecht: Springer Netherlands, 1987. http://dx.doi.org/10.1007/978-94-009-4364-3_1.

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Garfinkle, Adam. "The June War and the New Reality". In Israel and Jordan in the Shadow of War, 51–98. London: Palgrave Macmillan UK, 1992. http://dx.doi.org/10.1007/978-1-349-21770-0_3.

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Syahputra, Mohammad Fadly, Muhammad Iqbal Rizki Siregar e Romi Fadillah Rahmat. "Realistic Shadow Augmented Reality of Rare Animals from Indonesia". In Lecture Notes in Computer Science, 382–93. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95270-3_32.

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Yang, Minghao, Guangzheng Fei, Minyong Shi e Yongsong Zhan. "A Simple, Efficient Method for Real-Time Simulation of Smoke Shadow". In Advances in Artificial Reality and Tele-Existence, 633–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11941354_65.

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Stanaya, I. Komang Try Adi, I. Wayan Mudra e I. Gst Ngr Dwijaksara. "Evaluation of UI/UX Usability in Augmented Reality Application of Balinese Shadow Puppet Panca Pandawa". In Proceedings of the 4th Borobudur International Symposium on Humanities and Social Science 2022 (BIS-HSS 2022), 261–67. Paris: Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-38476-118-0_29.

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Sato, Imari, Yoichi Sato e Katsushi Ikeuchi. "Illumination Distribution from Shadows". In Modeling from Reality, 161–77. Boston, MA: Springer US, 2001. http://dx.doi.org/10.1007/978-1-4615-0797-0_7.

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Dove, Michael R. "“Bitter Shade”". In Bitter Shade, 92–109. Yale University Press, 2021. http://dx.doi.org/10.12987/yale/9780300251746.003.0005.

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This chapter assesses a mimetic relationship between objects and their shadows, between things and their signs. It focuses on Pakistani farmers' concept of sayah, which loosely translates as “shade.” The roots of the concept of shade in Western intellectual traditions extends back to Plato's parable of the cave, the lesson of which pivots on the difference between shadows and reality. The difference between object and shadow has figured prominently in the subsequent historical development of diverse fields ranging from astronomy to child psychology. Pakistani farmers conceive of tree shade not as an absence of something, light, but rather as the presence of something — having size, density, temperature, and taste. Knowledge of all of these dimensions of shade is used to manage tree–crop interaction, based on humoral principles balancing properties of hot and cold, wet and dry, bitter and sweet. The relation between shadow and tree is mimetic and approximate: it is the character of the tree that is important to interaction with proximate crops; the appearance of the shadow alone can be deceiving. Ultimately, the difference between shadow and object is another means of attaining perspective on reality through removal from it.
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Levinas, Emmanuel. "Reality and its Shadow". In The Continental Aesthetics Reader, 139–51. Routledge, 2017. http://dx.doi.org/10.4324/9781351226387-8.

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Weinstock, Jeffrey Andrew. "Shadow Play". In Nosferatu in the 21st Century, 25–40. Liverpool University Press, 2023. http://dx.doi.org/10.3828/liverpool/9781800856400.003.0003.

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E. Elias Merhige’s fictionalised documentary account of the making of Murnau’s Nosferatu, Shadow of the Vampire (2000), is a reflection on that which (at least within his film) casts a shadow but has no reflection: the vampire. Simultaneously, the film shadows that which has a reflectionbut casts no shadow: the cinema. This shadow play reveals that cinema and vampire are inextricably intertwined, creatures of light and darkness, reflections of each other, both of which can be exorcized by turning on the lights.Shadow rethinks and reworks Nosferatu (which itself was arethinking and reworking of Dracula). In the process, it reveals that which the cinema typically seeks to conceal, that its reality depends upon artifice and its truths are always partial. If it is not in the frame, it does not exist. And, like a vampire, even if it is in the frame, it does not exist either.Nothing but shadows giving rise to shadows.
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Sorensen, Roy. "Plato". In Nothing, 119–37. Oxford University Press, 2022. http://dx.doi.org/10.1093/oso/9780199742837.003.0009.

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Plato uses the shadowing relation to model reality. Horses are shadows of horsehood. Horsehood is a shadow of higher forms. Art is the most shadowy activity. For a picture of a horse is a shadow of a shadow. More shadowy yet are copiers of artworks. The regression of copying creates a bottomless pit. Unlike Buddha, Plato believes there are abstract objects that lack a position in space and time. A concrete object, such as the Red Pyramid, has a position in space and time. Pyramidhood lacks these coordinates. There are many pyramids but only one Pyramidhood. Pyramidhood has no color or weight and is unavailable to the senses. Yet it is more real and deserving of attention than its instances: The layer pyramid, the bent pyramid, or even the Great Pyramid of Giza.
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Atti di convegni sul tema "Shadow or reality?"

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Sakaguchi, Saki, Takuma Tanaka e Mitsunori Matsushita. "Layered shadow". In VRIC 2013: Virtual Reality International Conference - Laval Virtual. New York, NY, USA: ACM, 2013. http://dx.doi.org/10.1145/2466816.2466830.

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Yasumoto, Masasuke, e Takehiro Teraoka. "Shadow Shooter". In VRIC '15: Virtual Reality International Conference - Laval Virtual 2015. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2806173.2806193.

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Ning, Ma, Peng Yue e Zhang Leilei. "Shadow play". In 2020 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2020. http://dx.doi.org/10.1109/icvrv51359.2020.00105.

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Obushi, Noriyasu, e Makoto Koshino. "Temari and Shadow". In VRIC '18: Virtual Reality International Conference - Laval Virtual VRIC '18. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3234253.3234321.

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Manabe, Shinnosuke, Sei Ikeda, Asako Kimura e Fumihisa Shibata. "Shadow Inducers: Inconspicuous Highlights for Casting Virtual Shadows on OST-HMOs". In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8798049.

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Haller, Michael, Stephan Drab e Werner Hartmann. "A real-time shadow approach for an augmented reality application using shadow volumes". In the ACM symposium. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/1008653.1008665.

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Noh, Zakiah, e Mohd Shahrizal Sunar. "A Review of Shadow Techniques in Augmented Reality". In 2009 Second International Conference on Machine Vision. IEEE, 2009. http://dx.doi.org/10.1109/icmv.2009.41.

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He, Yihao. "Shadow Costar: Exploring Collaborative Performances in Virtual Reality". In HAI '23: International Conference on Human-Agent Interaction. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3623809.3623943.

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Yan, Zifei, Ziyuan Jia, Yuehua Chen e Haolun Ding. "The Interactive Narration of Chinese Shadow Play". In 2016 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2016. http://dx.doi.org/10.1109/icvrv.2016.63.

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Xiong, Yuan, Hongrui Chen, Jingru Wang, Zhe Zhu e Zhong Zhou. "DSNet: Deep Shadow Network for Illumination Estimation". In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, 2021. http://dx.doi.org/10.1109/vr50410.2021.00039.

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Rapporti di organizzazioni sul tema "Shadow or reality?"

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Petrunoff, Nick, Amanda Dominello, Ally Hamer, Liz King, Nikki Woolley e Sian Rudge. Strategies to increase shade in public playgrounds: A realist review. The Sax Institute, dicembre 2022. http://dx.doi.org/10.57022/ssdy7898.

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Australia has one of the highest skin cancer incidences globally. Quality shade, which is a well-designed and correctly positioned combination of natural and built shade, can reduce solar ultraviolet radiation exposure by up to 75%. Existing shade in playgrounds in NSW was benchmarked in 2020-2021; this demonstrated a clear need for improvements to be made. This realist review sought to find evidence of shade targets and other complex strategies to increase shade in playgrounds. Fifty-nine documents (31 peer reviewed and 28 grey literature) contributed data to address the evidence review questions. Twenty-five examples of strategies, with a description of their implementation and/or reporting of outcomes, used to increase shade in playgrounds were located. Six types of strategies were identified: policies, guidelines and recommendations; settings-based site audits and site plans; city-level tree and shade site masterplan; monetary incentives; targets and other metrics; and multi-component interventions. For the strategies themselves, the review found evidence of intermediate changes such as the adoption of the strategy, but a lack of evidence of strategies leading to increased shade in playgrounds. Five enablers, five barriers and one barrier/enabler to the implementation of strategies to increase shade in playground were found in the literature. Expert opinion from reviews suggests that shade provision for skin cancer prevention is best affected through integration with other policies.
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Beavers, Calvin, Chad Day, Austin Krietemeyer, Scott Peterson, Yushin Ahn e Xiaojun Li. Mapping of Pavement Conditions Using Smartphone/Tablet LiDAR Case Study: Sensor Performance Comparison. Mineta Transportation Institute, luglio 2024. http://dx.doi.org/10.31979/mti.2024.2224.

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Poor road conditions affect millions of drivers, and assessing the condition of paved surfaces is a critical step towards repairing them. This project explores the feasibility of using the Apple iPad Pro LiDAR sensor as a cost-effective tool for assessing the damage and condition of paved surfaces. Our research aims to provide accurate and precise measurements using readily available consumer devices and compare the results to state-of-the-art equipment. This investigation involved visual inspection, identification, and classification of pavement distresses, followed by a comparison of the iPad and iPhone LiDAR data with a survey-grade terrestrial laser scanner. The project revealed several limitations of the iPad Pro-based LiDAR approach. The level of detail captured in the scans was relatively low, with a best-case resolution of 1 cm and an inability to detect smaller cracks and shallow potholes. Longer scans (in terms of both time and distance) led to geometric anomalies in the surface models. Colorized scans provided some visual contrast, aiding in the identification of damage, particularly on moderately damaged concrete surfaces. The potential sources of error were identified, including the performance of the Inertial Measurement Unit (IMU), the limitations of the LiDAR sensor itself, and the opaque nature of onboard data processing within the 3D Scanner App. Suggestions for improvement included the use of gimbal stabilizers to enhance scan quality and the exploration of more intensive PC-based processing for raw data analysis. Hardware advancements by Apple and software enhancements by app developers were also highlighted as potential areas for future improvement. While the project revealed limitations and challenges, the authors acknowledge the possibility of future hardware upgrades, augmented reality advancements, and improvements in sensor accuracy and processing. However, based on this project’s findings, the iPad Pro LiDAR approach currently falls short of providing the necessary resolution and accuracy required for comprehensive roadway damage assessment. Results indicate that additional developments are necessary to address the identified limitations and make this method a viable and cost-effective solution for roadway surface evaluation.
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