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Tesi sul tema "Stereoscopy"

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1

Nilsson, Linus. "Plug-in for stereoscopic studio production using 3Ds Max". Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7357.

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In this day and age when 3D cinema is ever increasing in popularity and 3D television sets on the verge of becoming a reality in our homes, the media production companies are interested in looking at how they can start producing stereoscopic format media for this exciting medium. This thesis proposes a solution to parts of the stereoscopic production pipeline by examining and proposing the extent of the requirements of a plug-in to aid in the setting up and rendering of stereo pairs and ultimately proposing such a plug-in and modifying it to suit the proposed requirements. With a high emphasis on ensuring that the plug-in is capable of producing enjoyable stereoscopic content, the plug-in is tested by rendering a demanding scene previously used in factual production work. The findings of these tests ultimately lead to the evaluation of the plug-ins usefulness as a tool for not only the production studio involved but for anyone interested in generating material for this exciting medium.

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2

Desjardins, Danick. "Structured lighting stereoscopy with marching pseudo-random patterns". Thesis, University of Ottawa (Canada), 2008. http://hdl.handle.net/10393/27760.

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This thesis discusses the development of a 3D reconstruction system based on active stereoscopy with structured lighting. The proposed system accomplishes 3D reconstruction of objects using a combination of spatial-neighboring and time-multiplexing structured light patterns encoded with pseudo-random codes. This combination builds upon the concept of marching patterns that can adaptively increase the reconstruction resolution on demand. Original techniques are introduced to recover and validate pseudo-random codes from images using a combination of image processing algorithms. The validation of codes is performed such that potential outliers are minimized and the density of 3D point clouds remains fairly high in the models. Finally, the system simultaneously provides models with color and texture mapping using linear interpolation between vertices which enables a more accurate and intuitive representation of 3D objects. Experimental results presented demonstrate the various reconstruction densities possible with the proposed approach, its performance on objects with different surface properties, and the quality of the colored 3D models achieved.
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3

Clark, Christine. "Geocoding and stereoscopy of synthetic aperture radar imagery". Thesis, University College London (University of London), 1991. http://discovery.ucl.ac.uk/1349607/.

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This thesis is concerned with the geocoding of Synthetic Aperture Radar (SAR) images and the use of stereo SAR images. The work was carried out as part of the preparation for the launch of the ERS-1 sateffite, due in July 1991, which will carry a SAR sensor. There are two basic approaches to geocoding: image-to-object and object-to-image. Both of these methods have been analysed and assessed on experimental data, namely SIR-B imagery of Mount Shasta. Each type of geocoding requires the solution of nonlinear equations. It has been shown that if the parameters which control the geocoding process are given to a good degree of accuracy, each method can give good results. The effect of inaccuracies in the estimation of these parameters has also been analysed. It was found that there was a predominantly linear response to parameter error in both types of geocoding. Experimental investigations into the effects of the resampling, inherent in operational geocoding, showed that the statistical properties of the resulting image may be severely corrupted with pixel values of less than zero being obtained. This discovery has subsequently been given theoretical support. Height can be determined from stereo pairs of images and digital elevation models can thus be produced, aiding both geocoding and topographic mapping. Existing approaches to SAR/SAR stereo all appear to be based on photograinmetric methods. An alternative, analytic approach, believed to be novel, is described and applied to the same Mount Shasta imagery. Using this method, with accurately-known controlling parameters, correspondence with ground data is excellent. However, an analysis of the sensitivity of the approach to inaccuracies in the controlling parameters shows that the method is extremely sensitive to error. The possibility of combining SAR and optical/infrared imagery for stereometric purposes is also discussed from a theoretical viewpoint.
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4

Portyš, Jakub. "Binokulární vidění". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2013. http://www.nusl.cz/ntk/nusl-220016.

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This paper follows up theme of binocular vision and his working in daily life. The individual chapters contain anatomy and physiology of visual organ. In detail are discussed physical principles of binocular vision. Discussed are also development, eventual pathologies and examination methods of human binocular vision. Theoretical introduction defines the concept of stereoscopy and states overview of stereoscopic imaging methods. Paper also includes approaches to recording of three dimensional image and camera settings. Practical part of work is dedicated to the selection of shooting methods and design of dynamic scenes from daily traffic. Introduced is also the projection method of captured scenes to the group of viewers. The last chapter analyzes the method and evaluation of the experiment itself and the resulting conclusions.
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5

Ebel, Sarah C. "Selling and stereoscopy reading "A Visit to Sears, Roebuck & Co." /". Access to citation, abstract and download form provided by ProQuest Information and Learning Company; downloadable PDF file, 88 p, 2007. http://proquest.umi.com/pqdweb?did=1338865461&sid=1&Fmt=2&clientId=8331&RQT=309&VName=PQD.

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6

Maschio, Alexandre Vieira. "A estereoscopia : investigação de processos de aquisição, edição e exibição de imagens estereoscópicas em movimento /". Bauru : [s.n.], 2008. http://hdl.handle.net/11449/89749.

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Orientador: Olimpio José Pinheiro
Banca: Hélio Augusto Godoy de Souza
Banca: Dorival Campos Rossi
Resumo: A estereoscopia é uma qualidade que nossa visão possue para vermos os objetos que nos circundam percebendo suas proporções, volume e profundidade. É uma propriedade da visão humana, que permite nos situarmos melhor no ambiente tridimensional em que vivemos. A estereoscopia é fruto de pesquisa em diversos campos teóricos, desde a engenharia, até à medicina, psicologia, comunicação e o design. Seu uso se faz no setor militar, e atualmente cada vez mais no setor industrial. Este trabalho se propõe a preencher a lacuna da bibliografia inexistente em nosso idioma, sobre os processos de aquisição, edição e exibição de material audiovisual estereoscópico. O método adotado foi a pesquisa de campo, a pesquisa bibliográfica, além de testes práticos para referendar hipóteses das formas de produção possíveis. A pesquisa tem a intenção de servir como referência para profissionais de design, comunicólogos, entusiastas, e qualquer outro profissional, que busque conhecimentos sobre as formas de produção audiovisual estereoscópica. A dissertação faz uma abordagem geral do que é a esteroscopia, a compara com outros tipos de tecnologias existentes, comenta o surgimento do cinema 3D, seus altos e baixos, e porquê a estereoscopia está resurgindo com mais força, nas mais variadas aplicações esteroescópicas, tanto para cinema, como televisão, computadores e sistemas de realidade virtual. Tentou-se abranger quase todos os equipamentos e processos existentes. Utilizaram-se ilustrações para que os leigos ou pouco conhecedores das tecnologias, possam compreender melhor o sistema e os procedimentos.
Abstract: Stereoscopy can bem defined as the quality possessed by our view so that we can see the objects around us, perceiving their proportions, volume and depth. It is a human vision property, that allows us be better adapted in the tridimensional environment in which we live. The stereoscopy is a consequence of different researches in several theoretical fields, from engineering to medicine, psychology, communication and design. It is also used in the military area and is increasingly being used in the industrial segment nowadays. The aim of this paper is to fill the lack of the non-exixisting bibliography in our own language, on the processes of aquisition, edition and displaying of the stereoscopic audio visual material. The method used was field research, bibliographic research, besides practical tests to referend on hypotheses of possible production ways. The research is aimed at serving as a reference for design and communication professionals, enthusiasts and any professional who is in search of knowledge on the ways of stereoscopic audio visual production. The general approach of this paper is on the meaning of stereoscopy, the comparison to other technologies commenting the 3D cinema coming up and why is stereoscopy arising again with more power, in its several applications, such as cinema, television, computers and visual reality systems. It was attemped to cover almost all the pieces of equipment and processes. Illustrations were used so that lay people can better understand the system and its procedures. And at last, this paper aims to make a system on information not available in our language, in such a way to contribute so that Brazilian professionals and researchers have each time more research material to use as a reference on this arising technology to help our coutry compete in this disseminating technology.
Mestre
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7

Prakash, Deepak. "Stereoscopic 3D viewing systems using a single sensor camera". The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1196268883.

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8

Johansson, Anders. "Stereoscopy : Fooling the Brain into Believing There is Depth in a Flat Image". Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-5082.

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Stereoscopy is a technique that can create an illusion of depth in a flat image. There are many different methods to do this, and here is explained some of the most common and popular ways, with a bigger focus on the anaglyphic method. Since stereoscopy is an old technique, the discovery of it by Charles Wheatstone is explained briefly. In Autodesk Maya 2009, a new stereoscopic plug-in was included which makes the creation of stereoscopic imagery easier. An animated project is made during the course of this research which takes advantage of and tests the functions of the new plug-in. The main purpose of the project is to create a stereoscopic movie which utilized the anaglyph stereoscopic technique. The result is rendered stereoscopic material that is edited with Adobe Premiere Pro to create anaglyphic imagery and a full color alternative using the Infitec technique.

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9

Bughin, Eric. "Towards automated, precise and validated vectorisation of disparity maps in urban satellites stereoscopy". Phd thesis, École normale supérieure de Cachan - ENS Cachan, 2011. http://tel.archives-ouvertes.fr/tel-00653875.

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Cette thèse se porte sur la segmentation affine par régions des cartes de profondeurs obtenues par stéréoscopie en milieu urbain.Cette détection est constituée de 3 étapes.Tout d'abord, un modèle statistique a contrario est introduit afin de déterminer de manière automatique la valeur de certains paramètres courants dans ce genre de problèmes: seuil de validation d'un groupe comme plan, seuil de rejet des points aberrants. Ce modèle permet de plus la comparaison de plusieurs solutions.Dans un second temps, un algorithme glouton est proposé pour obtenir la segmentation plane par morceaux y compris dans des conditions parcimonieuses. Cet algorithme est basé uniquement sur l'information 3D fournie par la carte de profondeur.Enfin, une dernière étape est proposée afin d'affiner le résultat de la segmentation notamment dans les zones où les disparités sont inconnues ou éventuellement fausses. Cette dernière étape est basée sur la combinaison des informations 3D et images de la paire stéréo.
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10

González, Zúñiga Luis Diego. "Stereoscopic user interfaces: Creating a pipeline for stereo application development". Doctoral thesis, Universitat Autònoma de Barcelona, 2016. http://hdl.handle.net/10803/393992.

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Aquest treball es una recerca doctoral en el camp de les interfases gràfiques d’usuari estereoscòpiques. Avaluem l’estat actual de la tecnologia 3D i l’estat de l’art en les tendències de l’àrea, traduint-les a conceptes aplicables a software. L’objectiu principal és estudiar com la profunditat 3D pot millorar la interfase d’una aplicació, donant-li estètica i utilitat. Independentment del medi, el nostre enfoc és proveir eines i tècniques eficients que s’apliquin al procés de disseny d’interfases par a afegir-les-hi profunditat. És per això que hem treballat en un entorno web, d’escriptori, con gestos y estudis de percepció d’usabilitat, amb la intenció de documentar tant les reaccions dels usuaris com les aplicacions innovadores en software. Aquesta tesis documenta un esforç de 4 anys en l’àrea de les interfases gràfiques d’usuari estereoscòpiques. S’inicia revisant les bases de la teoria estereoscòpica i l’estat de la tecnologia. Posteriorment ens fixem en les fases d’interès del procés de creació d’una interfase gràfica, des del prototip fins la mesura de la profunditat percebuda. Construïm eines i biblioteques adaptades a les tecnologies actuals i que permeten als desenvolupadores i entusiastes crear aplicacions que utilitzin 3D, incloent les aplicacions de Realitat Virtual.
Este trabajo es una investigación doctoral en el campo de interfaces graficas de usuario estereoscópicas. Se evalúa el estado actual de la tecnología 3D y el estado del arte en las tendencias del área, traduciéndolas a conceptos aplicables a software. El objetivo principal es estudiar como la profundidad 3D puede mejorar la interfaz de una aplicación, otorgándole una estética y utilidad. Independientemente del medio, nuestro enfoque es proveer herramientas y técnicas eficientes que se apliquen a proceso de diseño de interfaces para añadirles profundidad. Es por ello que trabajamos en un entorno web, de escritorio, con gestos y estudios de percepción de usabilidad, con la intención de documentar tanto las reacciones de los usuarios como las aplicaciones novedosas en software. La presente tesis documenta un esfuerzo de 4 años en el área de interfaces graficas de usuario estereoscópicas. Empezamos repasando las bases de la teoría estereoscópica y el estado de la tecnología. Luego nos fijamos en varias fases del proceso de creación de una interfaz gráfica, desde el prototipado hasta la medición de la profundidad percibida. Construimos herramientas y bibliotecas que van de la mano con las tecnologías actuales y que permiten a los desarrolladores y entusiastas crear aplicaciones que utilicen 3D, incluyendo las aplicaciones de Realidad Virtual.
interfaces. It evaluates the current state of 3D technology and the state of the art trends in the area and translates them to software applications. The main objective is to study how 3D depth can enhance a GUI application, by having an aesthetic and utilitarian function. Independent of medium, our main focus is to provide efficient tools and techniques that apply to the interface design process to add depth to it. In this vein we work with web, desktop, gestural technologies and perception UX studies with the intention of documenting both user reactions and innovative software implementations. The present thesis documents our 4 year effort in the field of stereoscopic graphical user interface. We walk through the foundations of the stereo theory and the state of the technology. We then approach several phases of a GUI creating pipeline: from sketching prototypes to measuring the perceived depth effect. We built frameworks and plugins that go hand to hand with the current technology stack and allow other developers and enthusiasts to create both stereoscopic 3D GUIs and VR applications.
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11

Maschio, Alexandre Vieira [UNESP]. "A estereoscopia: investigação de processos de aquisição, edição e exibição de imagens estereoscópicas em movimento". Universidade Estadual Paulista (UNESP), 2008. http://hdl.handle.net/11449/89749.

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Made available in DSpace on 2014-06-11T19:24:10Z (GMT). No. of bitstreams: 0 Previous issue date: 2008-02-25Bitstream added on 2014-06-13T19:51:29Z : No. of bitstreams: 1 maschio_av_me_bauru.pdf: 4802271 bytes, checksum: c74514ae4a1524ccfcd416d5577fd537 (MD5)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
A estereoscopia é uma qualidade que nossa visão possue para vermos os objetos que nos circundam percebendo suas proporções, volume e profundidade. É uma propriedade da visão humana, que permite nos situarmos melhor no ambiente tridimensional em que vivemos. A estereoscopia é fruto de pesquisa em diversos campos teóricos, desde a engenharia, até à medicina, psicologia, comunicação e o design. Seu uso se faz no setor militar, e atualmente cada vez mais no setor industrial. Este trabalho se propõe a preencher a lacuna da bibliografia inexistente em nosso idioma, sobre os processos de aquisição, edição e exibição de material audiovisual estereoscópico. O método adotado foi a pesquisa de campo, a pesquisa bibliográfica, além de testes práticos para referendar hipóteses das formas de produção possíveis. A pesquisa tem a intenção de servir como referência para profissionais de design, comunicólogos, entusiastas, e qualquer outro profissional, que busque conhecimentos sobre as formas de produção audiovisual estereoscópica. A dissertação faz uma abordagem geral do que é a esteroscopia, a compara com outros tipos de tecnologias existentes, comenta o surgimento do cinema 3D, seus altos e baixos, e porquê a estereoscopia está resurgindo com mais força, nas mais variadas aplicações esteroescópicas, tanto para cinema, como televisão, computadores e sistemas de realidade virtual. Tentou-se abranger quase todos os equipamentos e processos existentes. Utilizaram-se ilustrações para que os leigos ou pouco conhecedores das tecnologias, possam compreender melhor o sistema e os procedimentos.
Stereoscopy can bem defined as the quality possessed by our view so that we can see the objects around us, perceiving their proportions, volume and depth. It is a human vision property, that allows us be better adapted in the tridimensional environment in which we live. The stereoscopy is a consequence of different researches in several theoretical fields, from engineering to medicine, psychology, communication and design. It is also used in the military area and is increasingly being used in the industrial segment nowadays. The aim of this paper is to fill the lack of the non-exixisting bibliography in our own language, on the processes of aquisition, edition and displaying of the stereoscopic audio visual material. The method used was field research, bibliographic research, besides practical tests to referend on hypotheses of possible production ways. The research is aimed at serving as a reference for design and communication professionals, enthusiasts and any professional who is in search of knowledge on the ways of stereoscopic audio visual production. The general approach of this paper is on the meaning of stereoscopy, the comparison to other technologies commenting the 3D cinema coming up and why is stereoscopy arising again with more power, in its several applications, such as cinema, television, computers and visual reality systems. It was attemped to cover almost all the pieces of equipment and processes. Illustrations were used so that lay people can better understand the system and its procedures. And at last, this paper aims to make a system on information not available in our language, in such a way to contribute so that Brazilian professionals and researchers have each time more research material to use as a reference on this arising technology to help our coutry compete in this disseminating technology.
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12

Maleschlijski, Stojan [Verfasser], e Axel [Akademischer Betreuer] Rosenhahn. "Behavior of barnacle larvae during surface exploration studied by stereoscopy / Stojan Maleschlijski ; Betreuer: Axel Rosenhahn". Heidelberg : Universitätsbibliothek Heidelberg, 2014. http://d-nb.info/1180033272/34.

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13

Corlay, Patrick. "Système de télévision stéréoscopique base sur une prise de vue à trois cameras". Valenciennes, 1994. https://ged.uphf.fr/nuxeo/site/esupversions/826e325f-3439-413e-8247-c371a2cf48a6.

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Le travail présenté dans ce mémoire s'inscrit dans le cadre de l'étude de systèmes de télévision stéréoscopiques, et plus particulièrement d'un système de télévision en relief (TV3D) base sur une prise de vue à trois cameras. La télévision 3-D permet aux téléspectateurs de percevoir des séquences télévisuelles en relief. Le système se décompose en trois parties: acquisition, compression et transmission, restitution du relief. Nous étudions d'abord les différentes parties constituant la chaine complète de télévision en relief. Les différents systèmes de TV3D existants sont ensuite analysés. La reconstitution d'images en relief sur un téléviseur est étudiée puisque c'est lors de la restitution que l'ensemble de la TV3D va être jugée. En vue d'assurer la conformité des images stéréoscopiques, les prises de vue à cameras parallèles et convergentes sont caractérisées. A partir de l'analyse des schémas existants, un système de télévision en relief original basé sur une prise de vue à trois cameras: gauche, centre, droite est présenté. Ce système est conçu afin d'assurer une meilleure compatibilité 2D-3D. La camera cyclopéenne permet d'obtenir directement l'image compatible avec le système standard 2D et une symétrie de qualité entre les images stéréoscopiques pour la visualisation en relief. Afin de valider le système proposé, des comparaisons sont effectuées avec les systèmes de TV3D classiques basés sur une prise de vue à deux cameras. La comparaison des performances (rapports signal a bruit, débits) des différents systèmes permet de valider notre système à trois cameras. Les expérimentations sur des images réelles montrent l'intérêt du système présenté pour la qualité des images reconstruites à la réception
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14

Gurrieri, Luis E. "The Omnidirectional Acquisition of Stereoscopic Images of Dynamic Scenes". Thèse, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/30923.

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This thesis analyzes the problem of acquiring stereoscopic images in all gazing directions around a reference viewpoint in space with the purpose of creating stereoscopic panoramas of non-static scenes. The generation of immersive stereoscopic imagery suitable to stimulate human stereopsis requires images from two distinct viewpoints with horizontal parallax in all gazing directions, or to be able to simulate this situation in the generated imagery. The available techniques to produce omnistereoscopic imagery for human viewing are not suitable to capture dynamic scenes stereoscopically. This is a not trivial problem when considering acquiring the entire scene at once while avoiding self-occlusion between multiple cameras. In this thesis, the term omnidirectional refers to all possible gazing directions in azimuth and a limited set of directions in elevation. The acquisition of dynamic scenes restricts the problem to those techniques suitable for collecting in one simultaneous exposure all the necessary visual information to recreate stereoscopic imagery in arbitrary gazing directions. The analysis of the problem starts by defining an omnistereoscopic viewing model for the physical magnitude to be measured by a panoramic image sensor intended to produce stereoscopic imagery for human viewing. Based on this model, a novel acquisition model is proposed, which is suitable to describe the omnistereoscopic techniques based on horizontal stereo. From this acquisition model, an acquisition method based on multiple cameras combined with the rendering by mosaicking of partially overlapped stereoscopic images is identified as a good candidate to produce omnistereoscopic imagery of dynamic scenes. Experimental acquisition and rendering tests were performed for different multiple-camera configurations. Furthermore, a mosaicking criterion between partially overlapped stereoscopic images based on the continuity of the perceived depth and the prediction of the location and magnitude of unwanted vertical disparities in the final stereoscopic panorama are two main contributions of this thesis. In addition, two novel omnistereoscopic acquisition and rendering techniques were introduced. The main contributions to this field are to propose a general model for the acquisition of omnistereoscopic imagery, to devise novel methods to produce omnistereoscopic imagery, and more importantly, to contribute to the awareness of the problem of acquiring dynamic scenes within the scope of omnistereoscopic research.
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Carmo, Felipe Pereira do. "Utilização da transformada de características invariante a escala (SIFT) na automatização da obtenção de pontos do Sistema de Imagens Tridimensional Híbrido (SITH)". Universidade do Estado do Rio de Janeiro, 2010. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=3014.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Esta dissertação apresenta um aperfeiçoamento para o Sistema de Imagens Tridimensional Híbrido (SITH) que é utilizado para obtenção de uma superfície tridimensional do relevo de uma determinada região a partir de dois aerofotogramas consecutivos da mesma. A fotogrametria é a ciência e tecnologia utilizada para obter informações confiáveis a partir de imagens adquiridas por sensores. O aperfeiçoamento do SITH consistirá na automatização da obtenção dos pontos através da técnica de Transformada de Características Invariantes a Escala (SIFT - Scale Invariant Feature Transform) dos pares de imagens estereoscópicas obtidos por câmeras aéreas métricas, e na utilização de técnicas de interpolação por splines cúbicos para suavização das superfícies tridimensionais obtidas pelo mesmo, proporcionando uma visualização mais clara dos detalhes da área estudada e auxiliando em prevenções contra deslizamentos em locais de risco a partir de um planejamento urbano adequado. Os resultados computacionais mostram que a incorporação destes métodos ao programa SITH apresentaram bons resultados.
This dissertation presents an improvement of the Three-Dimensional Hybrid Imaging System (SITH) that is used to obtain a three dimensional surface relief of a particular region from the same two consecutive air frames it. Photogrammetry is the science and technology used to obtain reliable information from images acquired by sensors. Improving the automation of the SITH will consist of points obtained using the technique of Invariant Feature Transform Scale (SIFT - Scale Invariant Feature Transform) pair of stereoscopic images obtained by aerial metric cameras, and the use of means of cubic spline interpolation for smooth surfaces produced by the same three-dimensional, providing a clearer view of the details of the study area and aiding in effective prevention against landslides in hazardous locations from an urban planning appropriate. The computational results show that the incorporation of these methods to the program SITH had good results.
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Horák, Daniel. "Návrh software jednoúčelového stroje pro vizuální kontrolu". Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2021. http://www.nusl.cz/ntk/nusl-444978.

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This master’s thesis deals with the fundamentals of machine vision application and its practical implementation. The research part is focused on the basic possibilities of image acquisition and image processing in different dimensions. The practical part describes the design of the dimension control algorithm using a 3D camera. This algorithm is then implemented in a single-purpose machine for optical dimension control.
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Keebler, Joseph R. "Effects of 3D stereoscopy, visuo-spatial working memory, and perceptions of simulation experience on the memorization of confusable objects". Doctoral diss., University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4949.

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These findings indicate that individual differences in visual memory and user experiences during the SBT both are predictive factors in memory tasks for confusable objects. The SBT designed in this study also led to robust prediction of training outcomes on the final transfer task.; This dissertation investigated the impact of active stereoscopic 3-dimensional (3D) imagery equipment and individual differences in visuo-spatial working memory (VSWM) capacity on retention of a set of similar, novel objects (i.e., armored military vehicles). Seventy-one participants were assessed on their visuo-spatial working memory using the Visual Patterns Test (Della Sala, Gray, Baddeley, & Wilson, 1997). They were then assigned to one of four different conditions (3D high VSWM, 3D low VSWM, 2D high VSWM, 2D low VSWM) based upon their visuo-spatial working memory. Participants were then trained to identify military vehicles using a simulation that presented the training stimuli in one of two dimensionalities, i.e. two dimensional (2D) or active stereoscopic three-dimensional (3D). Testing consisted of a vehicle memory training assessment, which challenged participants to choose the correct components of each vehicle immediately after studying; a measure of retention for military vehicles which asked participants to categorize the alliance and identify previously studied vehicles; and a transfer measure using video footage of actual military vehicles. The latter measures depicted military vehicles in an array of combat situations, and participants were asked to decide on whether or not to shoot each vehicle, as well as identify the vehicles. Testing occurred immediately after training. The moderating, as well as main effects, of VSWM were assessed. The mediating/moderating effects of several experiential factors were measured as well, including: immersion, presence, engagement, flow state, and technology acceptance. Findings indicate that perceptions of the simulation experience and VSWM are strong positive predictors of performance, while 3D was not predictive, and in some instances, significantly worse than the 2D condition.
ID: 030423191; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (Ph.D.)--University of Central Florida, 2011.; Includes bibliographical references (p. 148-158).
Ph.D.
Doctorate
Psychology
Sciences
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18

Sorbier, de Pougnadoresse François de. "Approches visuelles pour l'amélioration de la présence en réalité virtuelle". Thesis, Paris Est, 2008. http://www.theses.fr/2008PEST0205/document.

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Le sentiment de présence, but ultime de la réalité virtuelle, peut être atteint en stimulant ces quatre "piliers" que sont l'immersion, l'interaction, le maintien de la boucle action-perception et les émotions. Notre objectif est de proposer des méthodes visant à améliorer ce sentiment en s'intéressant plus particulièrement à la perception visuelle. Dans cette optique, nous proposons tout d'abord une solution appliquant le rendu stéréoscopique sur carte graphique. Traditionnellement effectué en deux passes, ce rendu se fait maintenant en une passe, grâce aux shaders et au regroupement de certaines phases de calculs. Nous étendons ce processus de rendu aux tout récents écrans auto-stéréoscopiques nécessitant plus de deux vues, améliorant d'autant plus les temps de calcul. Pour assurer l'immersion et l'interaction, voire l'émotion, nous avons aussi cherché à diminuer la fatigue oculaire induite par les images stéréoscopiques, en ajoutant un flou de profondeur de champ. Ce flou, obtenu en temps réel grâce aux shaders, permet également d'inviter l'observateur à focaliser son attention sur des objets précis au lieu de laisser son regard errer. Enfin, un objectif pour obtenir le sentiment de présence est de faire croire à l'utilisateur qu'il existe dans la scène virtuelle. Notre contribution à ce but, est d'intégrer de manière naturelle une représentation virtuelle de l'utilisateur. Pour cela, nous créons par visual hulls un avatar à l'aide de caméras. Finalement, cet avatar est employé pour illustrer la présence de l'utilisateur au travers de surfaces réfléchissantes virtuelles ou de la projection de son ombre
The feeling of presence is the ultimate goal of a virtual reality system. It can be achieved by stimulating its four pillars that are immersion, interaction, consistency of the action-perception loop and emotions. Our objective is submit methods which could increase this feeling of presence. We will especially focus on visual perception. First, we present a solution applying the stereoscopic rendering on GPU. Using the latest shaders extensions, we join the traditional two passes to a single that reduce redundant computation. Our method can also be applied on recent autostereoscopic screens which need about ten different view points. The second contribution refers to eyestrain caused when a user watches stereoscopic images during a long time. We propose to use the graphic cards to render, in real time, a blur on problematic areas thus the user will focus on the others. We also use blur to point out some objects of the virtual scene that we considerate as important and avoid to let user's eye wander. Finally, we propose a method to increase the presence of the user into the virtual environment. An avatar, based on images taken from several cameras and visual hull method, is first build. In a second stage, the avatar is integrated into the virtual scene so it seems natural to the user. Thus we use reflective surfaces like mirrors or virtual lights interactions like shadows
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19

Tomoyose, Alexandre Nascimento. "Comparação e classificação de técnicas de estereoscopia para realidade aumentada e jogos". Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-20102010-114358/.

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A estereoscopia é a área do conhecimento que aborda a visão em três dimensões, mas se limita, por definição, apenas às técnicas que possibilitam a reconstituição de uma cena tridimensional observada através de pelo menos dois pontos de vista distintos, que no caso dos seres humanos é a cena reconstituída no cérebro a partir das imagens obtidas pelos olhos. Inicialmente, o presente trabalho consolida os principais conceitos e técnicas desta área abrangente, para em seguida propor formas de análise, comparação e classificação de técnicas de estereoscopia através de conceitos teóricos e métricas qualitativas e quantitativas. Complementando esta proposta, com base na revisão da literatura e nos resultados experimentais, a pesquisa busca avaliar vantagens e desvantagens entre as técnicas estereoscópicas e na estereoscopia como um todo, para alimentar discussões, tendências e desafios encontrados na aplicação da estereoscopia a sistemas de Realidade Aumentada (RA), em particular sistemas de tele-presença com vídeo-avatar, e na área de jogos.
Stereoscopy is the area of knowledge that addresses three dimensional vision, but its restricted to, by definition, the techniques that allows the reconstruction of a three dimensional scene observed from two different points of view at least, in the case of human beings it is the scene reconstructed in the brain from the images obtained by the eyes. Initially, the present work consolidates the main concepts and techniques of this extended area, considering, after that, ways of analysis, comparison and classification of stereoscopy techniques through qualitative and quantitative metrics and theorical data. Additionally, based on literature review and in experimental results, the research try\'s to evaluate advantages and disadvantages between stereoscopy techniques and in stereoscopy as a whole, to stimulate discussion, trends and challenges found when merging stereoscopy to Augmented Reality (AR) systems, in particular tele-presence systems with video-avatar, and computer games.
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20

Zingarelli, Matheus Ricardo Uihara. "RevGlyph - codificação e reversão esteroscópica anaglífica". Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-14012014-144506/.

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A atenção voltada à produção de conteúdos 3D atualmente tem sido alta, em grande parte devido à aceitação e à manifestação de interesse do público para esta tecnologia. Isso reflete num maior investimento das indústrias cinematográfica, de televisores e de jogos visando trazer o 3D para suas produções e aparelhos, oferecendo modos diferentes de interação ao usuário. Com isso, novas técnicas de captura, codificação e modos de reprodução de vídeos 3D, em especial, os vídeos estereoscópicos, vêm surgindo ou sendo melhorados, visando aperfeiçoar e integrar esta nova tecnologia com a infraestrutura disponível. Entretanto, notam-se divergências nos avanços feitos no campo da codificação, com cada método de visualização estereoscópica utilizando uma técnica de codificação diferente. Isso leva ao problema da incompatibilidade entre métodos de visualização. Uma proposta é criar uma técnica que seja genérica, isto é, independente do método de visualização. Tal técnica, por meio de parâmetros adequados, codifica o vídeo estéreo sem nenhuma perda significativa tanto na qualidade quanto na percepção de profundidade, característica marcante nesse tipo de conteúdo. A técnica proposta, denominada RevGlyph, transforma um par estéreo de vídeos em um único fluxo anaglífico, especialmente codificado. Tal fluxo, além de ser compatível com o método anaglífico de visualização, é também reversível a uma aproximação do par estéreo original, garantindo a independência do método de visualização
Attention towards 3D content production has been currently high, mostly because of public acceptance and interest in this kind of technology. That reflects in more investment from film, television and gaming industries, aiming at bringing 3D to their content and devices, as well as offering different ways of user interaction. Therefore, new capturing techniques, coding and playback modes for 3D video, particularly stereoscopic video, have been emerging or being enhanced, focusing on improving and integrating this new kind of technology with the available infrastructure. However, regarding advances in the coding area, there are conflicts because each stereoscopic visualization method uses a different coding technique. That leads to incompatibility between those methods. One proposal is to develop a generic technique, that is, a technique that is appropriate regardless the visualization method. Such technique, with suitable parameters, outputs a stereoscopic video with no significant loss of quality or depth perception, which is the remarkable feature of this kind of content. The proposed technique, named RevGlyph, transforms a stereo pair of videos into a single anaglyph stream, coded in a special manner. Such stream is not only compliant with the anaglyph visualization method but also reversible to something close to the original stereo pair, allowing visualization independence
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21

Kab, Ammar. "Conception et réalisation d'une maquette de vidéoprojecteur laser stéréoscopique". Valenciennes, 1999. https://ged.uphf.fr/nuxeo/site/esupversions/718396dc-0020-420e-be40-27957e2bfd6f.

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Le travail que nous présentons dans ce mémoire consiste en l'étude et la réalisation d'un vidéoprojecteur laser stéréoscopique base sur la projection simultanée des images gauche et droite d'un couple stéréoscopique selon le principe de polarisations orthogonales. L'observateur est muni de lunettes également polarisées et chaque œil ne voit alors que l'image qui lui est destinée. En attribuant à l'image gauche un état de polarisation donne et à l'image droite l'état de polarisation orthogonal, chaque point de l'image est caractérisé par deux paramètres : intensité i et angle de polarisation du faisceau laser. Le système de balayage est assure par un dispositif mécanique constitue d'un miroir polygonal et d'un miroir galvanométrique réalisant respectivement le balayage horizontal et le balayage vertical. Afin de réduire la vitesse de rotation du miroir polygonal, le procédé de projection par paquets de 4 lignes a été adopté. Pour cela, nous proposons une architecture de modulation originale constituée de deux sous-ensembles de modulation. Chaque sous-ensemble comprend un composant acousto-optique pour moduler l'intensité du faisceau laser suivi d'un dispositif électrooptique pour assurer le contrôle de l'angle de polarisation. Compte tenu de la projection de plusieurs lignes simultanément, nous avons conçu et réalisé un modulateur acousto-optique bi fréquence spécifique. Celui-ci nous fournit les différents faisceaux diffractes et modules indépendamment les uns des autres par un choix approprie des paramètres de la configuration d'interaction anisotrope dite tangente. L'étude des conditions de bonne restitution de l'image a abouti à la détermination des paramètres de mise en œuvre des dispositifs optiques et électroniques de la maquette. Cette étude prend également en compte les deux cas possibles de prise de vue parallèle ou convergente. La réalisation de la maquette consiste en l'implémentation d'un seul sous-ensemble optique de modulation d'où la projection d'une demie-image, du système de balayage mécanique et de la partie électronique constituée de l'interface matérielle et de l'interface logicielle. Cette maquette permet ainsi la projection d'une demie-image stéréoscopique fixe monochrome.
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22

Zelníček, Leoš. "Optimalizace pro stereoskopické zobrazení". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2009. http://www.nusl.cz/ntk/nusl-236631.

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This work envolves basic options of human visual sense, describes matter of depth perception. We analyze binocular vision of humans, its limits, which must be considered, and followed when trying to project stereoscopic pictures. Then, we mention the most common methods of stereoscopic projection, reader is made acquainted with their options, advantages, and difficulties. The biggest part of this work is dedicated to the optimalizations themselves. They are focused on the most effective rendering of 3D scenes using stereoscopic technology. The effort is to make the best stereoscopic engine as possible and to inspect and improve displayed scene, so that the stereoeffect would be the best. Trivisio ARvision-3D HMD was used for testing purposes.
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23

Al, Harbi Sultan Duham. "Suitability of DEMs derived from SAR interferometry and ASTER stereoscopy for hydrological applications using GIS : a case study of Al-Jafer basin, Jordan". Thesis, University of Leicester, 2009. http://hdl.handle.net/2381/9921.

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Digital elevation models (DEMs) provide an essential quantitative environmental variable for a vast amount of the research published in remote sensing, GIS and physical geography. Traditionally, DEMs have been derived from ground surveys and photogrammetric techniques, and from topographic maps using contour data and spot heights. Satellite remote sensing now provides the most accurate digital elevation datasets with worldwide coverage by means of optical, radar or laser sensors. The aim of this study is to evaluate the accuracy and reliability of DEMs generated from InSAR (ERS-1/2) and ASTER data over a sparsely vegetated drainage system in central Jordan. DEMs of the study area were generated by each of these systems and an accuracy assessment was carried out through verification of the DEM based on the characteristics of the terrain against a number of independent check points collected using differential GPS data and references to generate a DEM from a topographic map (scale 1:50,000). The accuracy of independent check points used in this study is less than 1 m, which is more accurate than remote sensing techniques. The accuracy of the DEMs derived from InSAR and ASTER are represented by their RMSE, which were ± 6.95 m and 13.28 m respectively. The increase in errors in high elevation areas for ASTER DEM was higher than in InSAR DEM. The effect of these errors is investigated using stochastic conditional simulation to generate multiple equal likelihood representations of an actual terrain surface. The propagation of data uncertainty to the elevation derivatives, and the impact on the extracted surface flow are assessed. The results suggest that an elevation error propagates to flow accumulation especially in low slope areas. The effects of DEM resolution on a set of topographic parameters, including slope, accumulated flow area, flow length and catchment area, are examined.
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24

Sampedro, Paula Poiet. "Estudos da linguagem audiovisual em animações estereoscópicas : análise da representação tridimensional nas narrativas". Universidade Federal de São Carlos, 2016. https://repositorio.ufscar.br/handle/ufscar/8264.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
The research herein is consolidated in fantastical narratives presented in animation movies allied with deep perception exploration. Its development aims to investigate how visual resources are used in animation movies to emphasize fantastical narratives in current contexts. The focus is placed on animations made by digital three-dimensional environment and on the use of stereoscopy working as tools that influence on the composition of narrative tension. The study is based upon the animation movies "How to Train Your Dragon" (DreamWorks, 2010), "How to Train Your Dragon 2" (DreamWorks, 2014) and "Frozen" (Disney, 2013) because of the fantastical storytelling, which evaluates their relations with stereoscopy's visuality and three-dimension digital space. At first a historical background to consolidate stereoscopy and animation techniques is described, which leads to contemporary cinematographic scenery and the use of 3D modeling. Then the research is directed to the study of film narratives previously mentioned followed by an evaluation of three-digital-dimensional language and the three-dimension characters building, in addition to their physical and psychological characteristics. In the end of the study, an analysis of the use of stereoscopy alongside with the narrative, characters and settings modeling of the three movies is proposed, verifying the stereoscopic space use in scenes with different dramatic intensity and how stereoscopy contributes to these narratives.
O presente trabalho tem como foco as narrativas fantásticas apresentadas em filmes de animação, aliadas à exploração da percepção de profundidade. Seu desenvolvimento tem o intuito de investigar como recursos visuais são utilizados em filmes de animação para reforçar narrativas fantásticas dentro do contexto contemporâneo. O foco se mantém nas animações criadas em ambiente digital tridimensional e no uso da estereoscopia como ferramenta que influencia a tensão da composição narrativa. Para realizar esse estudo, tem-se como base os longas-metragens de animação 3D "Como Treinar Seu Dragão" (How To Train Your Dragon – DreamWorks, 2010), "Como Treinar Seu Dragão 2" (How To Train Your Dragon 2 – DreamWorks, 2014) e "Frozen: Uma Aventura Congelante" (Frozen – Walt Disney 2013) devido às narrativas de cunho fantástico, onde avalia-se a visualidade proposta pela estereoscopia e ambientação em espaço digital tridimensional. Inicialmente, é descrito um panorama histórico para consolidar as técnicas da estereoscopia e da animação, o qual culmina no cenário cinematográfico atual e no uso de modelagem 3D. Em um segundo momento, a pesquisa se direciona ao estudo das narrativas dos filmes supracitados, seguido de uma avaliação sobre a linguagem tridimensional digital e da criação de modelos tridimensionais dos personagens, suas características físicas e psicológicas. Por último, é proposta uma análise sobre o uso da estereoscopia em conjunto com a narrativa e a modelagem dos personagens e cenários nos três filmes, verificando o uso do espaço estereoscópico em cenas de diferentes intensidades dramáticas e as maneiras como a estereoscopia contribuiu com as narrativas fílmicas.
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25

Paget, Mathias. "Optimisation discrète et indices de stabilité appliqués à la stéréoscopie en contexte routier". Thesis, Paris Est, 2017. http://www.theses.fr/2017PESC1084/document.

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Les tâches réalisées en traitement d'image tendent à devenir de plus en plus complexes. Par exemple, dans le contexte routier, les systèmes d'aide à la conduite, (Advanced driver-assistance systems), visent à une automatisation complète de la tâche de conduite. L’évaluation de la fiabilité représente un enjeu important pour ce type d’application. Face à la difficulté des tâches à réaliser, les chaînes de traitements sont souvent divisées en de nombreuses étapes de calculs de sorte qu'il est difficile de caractériser les sorties de la chaîne en fonction des perturbations des entrées. Les étapes du traitement consistent le plus souvent en des problèmes formulés comme la minimisation d'une énergie. Cette énergie est généralement difficile à optimiser, ce qui nécessite la mise en œuvre de méthodes d’optimisation adaptées. Dans cette thèse, nous cherchons à caractériser la solution d’un traitement à partir des calculs réalisés au cours de l’étape d'optimisation. Cette approche nous a permis de proposer des indices de stabilité de la solution dans le cadre de deux méthodes d’optimisation discrètes : la coupure de graphe et la programmation dynamique. Tout d’abord, nous nous sommes intéressés au problème de la reconstruction stéréoscopique en contexte routier et au dé-bruitage, dans le cadre de l’optimisation par coupure de graphe. Les modèles issus de l’interprétation bayésienne amènent à optimiser des énergies qui ne peuvent pas être traitées avec les schémas d’optimisation classiques par fusion binaire. Nous avons proposé un schéma adapté qui met en jeu des fusions binaires par expansion et par saut. L’application de ce schéma aux problèmes de la reconstruction stéréoscopique et au dé-bruitage, nous a permis d’obtenir des solutions possédant les caractéristiques que nous recherchions : des contours d’objets nets et des dégradés progressifs dans les zones homogènes. Ensuite, dans le contexte de la programmation dynamique, nous avons réinterprété l’a priori mis en jeu dans la méthode de reconstruction Semi-Global Matching ainsi que certaines de ses variantes. Nous avons proposé d’ajouter un paramètre à ces méthodes afin de modifier les directions privilégiées par l’a priori. Enfin, nous avons proposé des indices de stabilité de la solution dans le cadre de la coupure de graphe et de la programmation dynamique. La prise en compte de ces indices, dans une étape de raffinement des solutions, permet une amélioration des résultats
Problems solved by image processing tend to be more and more complex. For instance, in road context, ADAS (Advanced driver-assistance systems) aim to a completely automatic diving tack. Evaluating system reliability is an important challenge in that case. These tasks being hard to perform, processing chains are often divide in numerous processing steps. As a consequence, characterizing the output using the input of the chain is not obvious. Most of the time, image processing steps are formulate as an energy minimization. These energies are often hard to minimize and need to apply suitable optimization methods. In this thesis, we aim to characterize the solution during the optimization step. Using this approach, we proposed stability index with two discrete optimization methods : graph-cut and dynamic optimization. First, we focused on stereoscopic reconstruction problem in road context and on denoising problem using graph-cut. Models obtained by Bayesian interpretation lead to optimize energies witch cannot be handled by classical binary fusion optimization scheme. We proposed a suitable scheme composed of fusion by expansion and fusions by step. When this scheme is apply to stereoscopic reconstruction and denoising, obtained solution have the wanted characteristics : sharp edges and shading in homogeneous areas. Next, in dynamic programming context, we reinterpreted the prior used in Semi-Global Matching (SGM) stereoscopic reconstruction method and in some of its variants. We proposed an additional parameter in order to modify the favored direction in the prior. At last, we proposed stability index of the solution in graph-cut and dynamic programing context. Using this index in a solution refinement step shows improvements
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26

Rebouças, José Thales Sena. "Evolução no tempo da percepção visual de distância". Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/42/42137/tde-19022015-153614/.

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O desenvolvimento da realidade virtual permitiu experimentos psicofísicos inéditos, como o aqui descrito, cujo objetivo foi investigar a microgênese da percepção visual de profundidade decorrente de disparidade binocular. Tais processos ocorrem em etapas, com construção gradual do percepto. Experimentos já indicavam a percepção da profundidade em etapas precoces do processamento visual. Isso é confirmado neste trabalho, realizado com tecnologia que garante a estimulação visual exclusivamente por disparidade binocular. Para isso, foram desenvolvidos hardware e software específicos que permitem o controle preciso dos tempos de estimulação binocular e a medida confiável de tempos de reação. Resultado significativo deste trabalho foi também a validação dessas ferramentas, possibilitando estudos futuros de psicofísica em realidade virtual. Finalmente, são sugeridas as cautelas necessárias em experimentos dessa natureza, tanto para a proteção dos participantes contra condições desconfortáveis ou aversivas, como para a seleção de participantes sem déficits funcionais de estereopsia.
Virtual reality technology opened up the possibility of novel psychophysiscal investigations. This work describes a research on the microgenesis of depth perception, as induced exclusively by binocular disparity. Such processes occur in early stages, whereby the percept is gradually built. Previous experiments indicated that depth perception is perceived in early stages of visual processing. This conclusion is now confirmed by the present work, carried out with a technology that guarantees visual stimulation exclusively by binocular disparity. Specific hardware and software were developed, to permit accurate timing of binocular stimulation and reliable measurements of reaction time. A significant result of the present work was the validation of these new tools. Finally, the results also allow suggesting the precautions necessary in the execution of experiments of this type, both to protect participants from possibly uncomfortable or aversive situations, and also to select participants without functional stereopsis deficits.
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27

Calore, E. "TOWARDS STEADY-STATE VISUALLY EVOKED POTENTIALS BRAIN-COMPUTER INTERFACES FOR VIRTUAL REALITY ENVIRONMENTS EXPLICIT AND IMPLICIT INTERACTION". Doctoral thesis, Università degli Studi di Milano, 2014. http://hdl.handle.net/2434/233319.

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In the last two decades, Brain-Computer Interfaces (BCIs) have been investigated mainly for the purpose of implementing assistive technologies able to provide new channels for communication and control for people with severe disabilities. Nevertheless, more recently, thanks to technical and scientific advances in the different research fields involved, BCIs are gaining greater attention also for their adoption by healthy users, as new interaction devices. This thesis is dedicated to to the latter goal and in particular will deal with BCIs based on the Steady State Visual Evoked Potential (SSVEP), which in previous works demonstrated to be one of the most flexible and reliable approaches. SSVEP based BCIs could find applications in different contexts, but one which is particularly interesting for healthy users, is their adoption as new interaction devices for Virtual Reality (VR) environments and Computer Games. Although being investigated since several years, BCIs still poses several limitations in terms of speed, reliability and usability with respect to ordinary interaction devices. Despite of this, they may provide additional, more direct and intuitive, explicit interaction modalities, as well as implicit interaction modalities otherwise impossible with ordinary devices. This thesis, after a comprehensive review of the different research fields being the basis of a BCI exploiting the SSVEP modality, present a state-of-the-art open source implementation using a mix of pre-existing and custom software tools. The proposed implementation, mainly aimed to the interaction with VR environments and Computer Games, has then been used to perform several experiments which are hereby described as well. Initially performed experiments aim to stress the validity of the provided implementation, as well as to show its usability with a commodity bio-signal acquisition device, orders of magnitude less expensive than commonly used ones, representing a step forward in the direction of practical BCIs for end users applications. The proposed implementation, thanks to its flexibility, is used also to perform novel experiments aimed to investigate the exploitation of stereoscopic displays to overcome a known limitation of ordinary displays in the context of SSVEP based BCIs. Eventually, novel experiments are presented investigating the use of the SSVEP modality to provide also implicit interaction. In this context, a first proof of concept Passive BCI based on the SSVEP response is presented and demonstrated to provide information exploitable for prospective applications.
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28

Mercier, Michel. "Recherches sur l'image scientifique : génèse du sens et signification en microscopie électronique". Bordeaux 1, 1987. http://www.theses.fr/1987BOR10567.

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29

Salvi, Joaquim. "An approach to coded structured light to obtain three dimensional information". Doctoral thesis, Universitat de Girona, 1998. http://hdl.handle.net/10803/7714.

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Abstract (sommario):
The human visual ability to perceive depth looks like a puzzle. We perceive three-dimensional spatial information quickly and efficiently by using the binocular stereopsis of our eyes and, what is mote important the learning of the most common objects which we achieved through living. Nowadays, modelling the behaviour of our brain is a fiction, that is why the huge problem of 3D perception and further, interpretation is split into a sequence of easier problems. A lot of research is involved in robot vision in order to obtain 3D information of the surrounded scene. Most of this research is based on modelling the stereopsis of humans by using two cameras as if they were two eyes. This method is known as stereo vision and has been widely studied in the past and is being studied at present, and a lot of work will be surely done in the future. This fact allows us to affirm that this topic is one of the most interesting ones in computer vision.

The stereo vision principle is based on obtaining the three dimensional position of an object point from the position of its projective points in both camera image planes. However, before inferring 3D information, the mathematical models of both cameras have to be known. This step is known as camera calibration and is broadly describes in the thesis. Perhaps the most important problem in stereo vision is the determination of the pair of homologue points in the two images, known as the correspondence problem, and it is also one of the most difficult problems to be solved which is currently investigated by a lot of researchers. The epipolar geometry allows us to reduce the correspondence problem. An approach to the epipolar geometry is describes in the thesis. Nevertheless, it does not solve it at all as a lot of considerations have to be taken into account. As an example we have to consider points without correspondence due to a surface occlusion or simply due to a projection out of the camera scope.
The interest of the thesis is focused on structured light which has been considered as one of the most frequently used techniques in order to reduce the problems related lo stereo vision. Structured light is based on the relationship between a projected light pattern its projection and an image sensor. The deformations between the pattern projected into the scene and the one captured by the camera, permits to obtain three dimensional information of the illuminated scene. This technique has been widely used in such applications as: 3D object reconstruction, robot navigation, quality control, and so on. Although the projection of regular patterns solve the problem of points without match, it does not solve the problem of multiple matching, which leads us to use hard computing algorithms in order to search the correct matches.
In recent years, another structured light technique has increased in importance. This technique is based on the codification of the light projected on the scene in order to be used as a tool to obtain an unique match. Each token of light is imaged by the camera, we have to read the label (decode the pattern) in order to solve the correspondence problem. The advantages and disadvantages of stereo vision against structured light and a survey on coded structured light are related and discussed. The work carried out in the frame of this thesis has permitted to present a new coded structured light pattern which solves the correspondence problem uniquely and robust. Unique, as each token of light is coded by a different word which removes the problem of multiple matching. Robust, since the pattern has been coded using the position of each token of light with respect to both co-ordinate axis. Algorithms and experimental results are included in the thesis. The reader can see examples 3D measurement of static objects, and the more complicated measurement of moving objects. The technique can be used in both cases as the pattern is coded by a single projection shot. Then it can be used in several applications of robot vision.
Our interest is focused on the mathematical study of the camera and pattern projector models. We are also interested in how these models can be obtained by calibration, and how they can be used to obtained three dimensional information from two correspondence points. Furthermore, we have studied structured light and coded structured light, and we have presented a new coded structured light pattern. However, in this thesis we started from the assumption that the correspondence points could be well-segmented from the captured image. Computer vision constitutes a huge problem and a lot of work is being done at all levels of human vision modelling, starting from a)image acquisition; b) further image enhancement, filtering and processing, c) image segmentation which involves thresholding, thinning, contour detection, texture and colour analysis, and so on. The interest of this thesis starts in the next step, usually known as depth perception or 3D measurement.
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30

Siqueira, Paula Monteiro. "Cinema digital e educação: novas formas de percepção estética no século XXI". Universidade Federal de São Carlos, 2015. https://repositorio.ufscar.br/handle/ufscar/2752.

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The art goes through transformations on elapse of time, as do the resources and techniques used to produce it, and it s transformed as well as the predominant medium of communication alleged experience mediation. At the beginning of the 20th century Benjamin identified this process and analysed its effects, particularly through movies (BENJAMIN, 1987) and nowadays, with digital movie development, we observe several transformations which impact movie s language and the ways that spectators interact with it. Under the hypothesis that techniques applied to digital movies modify the way that spectators interact with the film, we develop our research on defining a cutout on stereoscopy, which produces the depth effect on 3D movies, and the use of CGI (computer generated imagery), which consists in computer created and animated images, having the target to discuss the impact of these resources on spectator s experience of interaction with movies, and more specifically to investigate new features of digital cinema aiming to understand what are the possible changes on movie s language and broached contents, as well as recognizing features of the ways of perception that might come up on this circumstances. For these purposes we develop a theoretical and empirical research grounded on the theoretical references of Critical Theory of Society.
A arte modifica-se no decorrer da história, bem como os recursos e técnicas pelos quais é produzida, e modifica-se também o meio de comunicação predominante como suposta mediação da experiência. No início do século XX, Benjamin identificou esse processo e analisou seus efeitos, sobretudo por meio do cinema (BENJAMIN, 1987a) e atualmente, com o desenvolvimento do cinema digital, observamos diversas transformações que impactam a linguagem cinematográfica e as formas como os espectadores interagem com as mesmas. Sob a hipótese de que técnicas aplicadas ao cinema digital modificam a forma como o espectador interage com o filme, desenvolvemos a nossa pesquisa delimitando um recorte sobre a estereoscopia, que produz o efeito de profundidade no cinema 3D e o uso das CGI (Computer generated imagery), que consiste em imagens criadas e animadas digitalmente, com objetivo de discutir o impacto de tais recursos sobre a experiência do espectador em interação com as obras cinematográficas, e mais especificamente investigar novas características do cinema digital a fim de compreender quais são as possíveis mudanças na linguagem do cinema e conteúdos abordados, bem como reconhecer características das formas de percepção que possivelmente surjam no cenário específico da cultura audiovisual digital do século XXI. Para tanto, desenvolvemos uma pesquisa teórica e empírica fundamentada no referencial teórico da Teoria Crítica da Sociedade.
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31

Junqueira, Luiz Antonio Custódio Manganelli. "Visualizador 3D baseado em head tracking e estereoscopia para aplicações com o método dos elementos finitos". Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/3/3143/tde-29102014-173817/.

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A visualização 3D de simulações pelo Método dos Elementos Finitos (MEF) ainda é uma experiência limitada em função da falta de realismo 3D nos monitores disponíveis. Além do monitor 3D realista, a melhor visualização destas simulações depende de uma apresentação MEF desenvolvida adequadamente, de forma a tirar maior proveito deste realismo 3D. Neste trabalho, é realizado o desenvolvimento de um visualizador MEF 3D, que reproduz os efeitos estereoscópicos e de rastreamento de cabeça (head-tracking), explorando melhor as percepções de profundidade com hardware acessível e bibliotecas gráficas utilizadas em aplicações convencionais.
The 3D visualization of Finite Element Method (FEM) simulations is still a limited experience due to the lack of realism of 3D monitors available. In addition to the realistic 3D monitor, better visualization of these simulations depends on a MEF presentation properly developed in order to get the most out of 3D realism. In this work, a 3D MEF viewer is develop, including stereoscopy and head tracking 3D effects, that better explores human depth cues using hardware from cost and benefit perspective and graphics libraries used in conventional applications.
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32

Lauthers, Chad M. "The effects of stereoscopic technologies on subjects' ability to perform a Lego block construction task". Connect to this title online, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1143132334.

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33

Santos, Cristiano Flores dos. "Um framework para avaliação de mapeamento tridimensional Utilizando técnicas de estereoscopia e odometria visual". Universidade Federal de Santa Maria, 2016. http://repositorio.ufsm.br/handle/1/12038.

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The three-dimensional mapping environments has been intensively studied in the last decade. Among the benefits of this research topic is possible to highlight the addition of autonomy for car or even drones. The three-dimensional representation also allows viewing of a given scenario iteratively and with greater detail. However, until the time of this work was not found one framework to present in detail the implementation of algorithms to perform 3D mapping outdoor approaching a real-time processing. In view of this, in this work we developed a framework with the main stages of three-dimensional reconstruction. Therefore, stereoscopy was chosen as a technique for acquiring the depth information of the scene. In addition, this study evaluated four algorithms depth map generation, where it was possible to achieve the rate of 9 frames per second.
O mapeamento tridimensional de ambientes tem sido intensivamente estudado na última década. Entre os benefícios deste tema de pesquisa é possível destacar adição de autonomia á automóveis ou mesmo drones. A representação tridimensional também permite a visualização de um dado cenário de modo iterativo e com maior riqueza de detalhes. No entanto, até o momento da elaboração deste trabalho não foi encontrado um framework que apresente em detalhes a implementação de algoritmos para realização do mapeamento 3D de ambientes externos que se aproximasse de um processamento em tempo real. Diante disto, neste trabalho foi desenvolvido um framework com as principais etapas de reconstrução tridimensional. Para tanto, a estereoscopia foi escolhida como técnica para a aquisição da informação de profundidade do cenário. Além disto, neste trabalho foram avaliados 4 algoritmos de geração do mapa de profundidade, onde foi possível atingir a taxa de 9 quadros por segundo.
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34

Hu, Osvaldo Ramos Tsan. "Contribuições ao desenvolvimento de um sistema de telepresença por meio da aquisição, transmissão e projeção em ambientes imersivos de vídeos panorâmicos". Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-19092006-134926/.

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Sistemas de telepresença têm sido pesquisados e desenvolvidos para inúmeras aplicações que exigem a presença física de pessoas em ambientes inacessíveis; tais situações são diversas, desde aquelas relacionadas com educação a distância até aquelas que envolvem alta periculosidade. Neste trabalho, a pesquisa e desenvolvimento se concentram na concepção e implementação de sistemas de telepresença voltados para ambientes imersivos em 360º, capazes de realizar a aquisição, transmissão e projeção de imagens em movimento em sistemas de multiprojeção imersivos, como é o caso da CAVERNA Digital®, desenvolvida pelo Laboratório de Sistemas Integráveis da Escola Politécnica da USP. Assim, o presente trabalho apresenta contribuições para o desenvolvimento de sistemas de telepresença, dentre os quais destacam-se: o detalhamento da arquitetura geral do sistema, a implementação de métodos para a calibração, correção das imagens e montagem de panoramas de 360º. Construiu-se um protótipo composto de: um Módulo de Aquisição, que adquire as imagens de oito câmeras (montadas num anel de câmeras sobre um robô), efetua as correções e monta uma imagem panorâmica; um Módulo de Composição que costura as várias imagens panorâmicas em um panorama final; e um Módulo de Exibição que ajusta e projeta o panorama nas telas da CAVERNA Digital®. Finalmente, apresentam-se considerações sobre o presente trabalho e perspectivas futuras.
Research and development in telepresence systems have been done in several applications that require physical presence of people into non-accessible environments. These situations may vary, from those related to distance education to those related to very hazardous places for humans. In this work, the main research and development goal is the conception and implementation of a telepresence system for 360 degrees immersive environments, this system is able to perform acquisition, transmission and projection of moving images on immersive multi-projection environments, such as the CAVERNA Digital®, developed by the Laboratório de Sistemas Integráveis at the Escola Politécnica, Universidade de São Paulo. The main contributions to the development of telepresence systems are: a detailed specification of the general architecture of the system, the implementation of the calibration, the imagery correction and the 360 degrees panoramas composition methods. The prototype that was implemented includes: an Acquisition Module, that acquires image of eight cameras (mounted on a ring of cameras placed on top of a robot), executes corrections and prepares a panoramic image; a Composition Module, that stitches the images in a final panorama; and an Exhibition Module, that adjusts and projects the panorama into the screens of the CAVERNA Digital®. Final, remarks on this present work and future perspectives are presented at the end.
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35

Seabra, Rodrigo Duarte. "Uma ferramenta em realidade virtual para o desenvolvimento da habilidade de visualização espacial". Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/3/3146/tde-22042010-154613/.

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As habilidades espaciais, em particular a de visualização, são intensamente requeridas por inúmeras profissões artísticas, técnicas e científicas. Muitos estudos mostram que a visualização espacial pode ser desenvolvida e melhorada através de atividades apropriadas, por exemplo, os cursos de Desenho Técnico e Geometria Descritiva. Este trabalho propõe a especificação e o desenvolvimento de uma ferramenta didática para apoio ao ensino de Geometria Descritiva baseada em técnicas de Realidade Virtual, em especial a estereoscopia. A ferramenta proposta destina-se a permitir a execução dinâmica de construções geométricas tridimensionais, possibilitando a criação de situações espaciais pelo usuário, neste caso, o professor em sala de aula. Visando incrementar a percepção das relações espaciais entre os elementos representados, foi adotada a projeção estereoscópica passiva, o que permitirá aos estudantes a visualização da geometria em três dimensões, com percepção da profundidade. Além disso, a ferramenta inovadora proposta se caracteriza como uma solução de baixo custo e viável para uso por grandes grupos. A metodologia de avaliação utilizada na pesquisa experimental envolveu três grupos distintos de estudantes: controle, teste-estéreo e teste-mono. O primeiro recebeu instrução convencional de Geometria Descritiva enquanto que os demais foram expostos à nova ferramenta, operando em modo estereoscópico e, no terceiro caso, sem este recurso. Os principais efeitos do uso do sistema nas aulas tradicionais de Geometria Descritiva indicaram que os três grupos de estudantes analisados apresentaram melhoras no desenvolvimento de suas habilidades espaciais. No entanto, não foi possível detectar diferença estatisticamente significativa pela análise dos ganhos médios proporcionados pelos tratamentos diferenciados empregados na pesquisa experimental. Além da avaliação quantitativa, a pesquisa envolveu a aplicação de uma avaliação qualitativa, que indicou melhor aceitação da ferramenta pelos estudantes, se comparada aos métodos convencionais de ensino. Os resultados obtidos mostraram que a tecnologia estereoscópica se apresenta como uma boa alternativa a ser explorada em sala de aula contribuindo para a aprendizagem do tema.
Spatial skills, specially visualization, are intensely required by numerous artistic, technical and scientific professions. Many studies show that spatial visualization can be developed and improved through appropriate activities like, for example, Technical Drawing and Descriptive Geometry courses. This work proposes the specification and development of a didactic tool to support teaching of Descriptive Geometry based on Virtual Reality techniques, particularly the stereoscopy. The tool is designed to enable the dynamic execution of three-dimensional geometric constructions, allowing the creation of spatial situations by the user, i.e. the teacher in the classroom. Aiming to increase the perception of spatial relationships between the elements represented, a passive stereoscopic projection was adopted, which will allow students to visualize the geometry in three dimensions, with depth perception. In addition, the proposed innovative tool represents a low cost solution, feasible for using by large groups. The evaluation methodology used in the experimental research involved three separate groups of students: control, mono-test and stereo-test. The first received conventional instruction in Descriptive Geometry while the others were exposed to the new tool, operating in stereo mode and, the third case, without this feature. The main effects of system usage in traditional classes of Descriptive Geometry indicated that the three groups of students showed improvements in the development of their spatial skills. However, no statistically significant difference was verified by analysis of the mean gain provided by the different treatments used in the experimental research. In addition to the quantitative evaluation, the research involved the application of a qualitative evaluation, which indicated the tool was better accepted by students, if compared to the conventional methods of teaching. The obtained results showed that stereoscopic technology is a good alternative to be used in the classroom, contributing to the learning of the theme.
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36

Krátký, Martin. "Mobilní aplikace pro 3D rekonstrukci". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2021. http://www.nusl.cz/ntk/nusl-442534.

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The aim of this master thesis is to create mobile application for spatial reconstruction. Thesis describes image processing methods suitable for solving this problem. Available platforms for creating mobile application are described. The parameters of the measured scenes are defined. A mobile application containing the described methods is created. The application is tested by reconstruction of objects in different conditions.
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37

Slíž, Martin. "Hodnocení vlivu různých aspektů na kvalitu v 3DTV: Subjektivní testy". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2014. http://www.nusl.cz/ntk/nusl-220941.

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This thesis studies aspects influencing image quality 3D TV systems. Thesis is focused on comparing TV´s of the same brand with different diagonals and compares the change in perception of the evaluators by this parameter. The basic evaluated parameters are image depth, contrast, color rendition, image crossover and overall impression. Describes the creation of testing sequences for subjective tests, testing and evaluation of testing.
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38

OLIVEIRA, Flávio Gomes de. "Panorama e proposições da animação em stop motion". Universidade Federal de Goiás, 2010. http://repositorio.bc.ufg.br/tede/handle/tde/2834.

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The main objective of this research is to establish the actual situation of the animation world with emphasis on animation technique known as stop motion. This survey is based on major feature films animated film produced in ten years covering the years between 1999 and 2008, then promote a discussion about this technique and the main visual characteristics present in films of the genre, in order to elect some quality indicators for this type of animation that justify maintenance of use of this technique. For master image production, is shown a short movie animation, produced with the technique of stop motion, following the technical indicators in the survey and system stereoscopic presentation.
O principal objetivo desta pesquisa é estabelecer o panorama atual da animação mundial com ênfase na técnica de animação conhecida como stop motion. Para isso, foi realizado um levantamento dos principais filmes de animação produzidos entre 1999 e 2008, para em seguida, promover uma discussão a respeito da utilização desta técnica e das principais características visuais presentes nos filmes do gênero, com a finalidade de eleger alguns indicativos de qualidade para este tipo de animação que justifiquem a manutenção do uso desta técnica. A título de produção imagética de mestrado, é apresentado um pequeno vídeo de animação, produzido com a técnica de stop motion, seguindo os indicativos técnicos apontados pela pesquisa e com sistema de apresentação estereoscópica.
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39

Pocztar, Laurence. "Mise en correspondance spatio-temporelle d'images pour la restitution d'une gerbe de particules". Grenoble 2 : ANRT, 1987. http://catalogue.bnf.fr/ark:/12148/cb376089045.

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40

Hendrickx, Etienne. "Influence de la stéréoscopie sur la perception du son : cas de mixages sonores pour le cinéma en relief". Thesis, Brest, 2015. http://www.theses.fr/2015BRES0078/document.

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Peu d'études ont été menées sur l'influence de la stéréoscopie sur la perception d'un mixage audio au cinéma. Les témoignages de mixeurs ou les articles scientifiques montrent pourtant une grande diversité d'opinions à ce sujet. Certains estiment que cette influence est négligeable, d'autres affirment qu'il faut totalement revoir notre conception de la bande-son, aussi bien au niveau du mixage que de la diffusion. Une première série d'expériences s'est intéressée à la perception des sons d'ambiance. 8 séquences, dans leurs versions stéréoscopiques (3D-s) et non-stéréoscopiques (2D), ont été diffusées dans un cinéma à des sujets avec plusieurs mixages différents. Pour chaque présentation, les sujets devaient évaluer à quel point le mixage proposé leur paraissait trop frontal ou au contraire trop « surround », le but étant de mettre en évidence une éventuelle influence de la stéréoscopie sur la perception de la balance frontal/surround d'un mixage audio. Les résultats obtenus ont rejoint ceux d'une expérience préliminaire menée dans un auditorium de mixage, où les sujets se trouvaient en situation de mixeur et devaient eux-mêmes régler la balance frontal/surround : l'influence de la stéréoscopie était faible et n'apparaissait que pour quelques séquences. Des études ont ensuite été menées sur la perception des objets sonores tels que dialogues et effets. Une quatrième expérience s'est intéressée à l'effet ventriloque en élévation : lorsque l'on présente à un sujet des stimuli audio et visuel temporellement coïncidents mais spatialement disparates, les sujets perçoivent parfois le stimulus sonore au même endroit que le stimulus visuel. On appelle ce phénomène l’effet ventriloque car il rappelle l'illusion créée par le ventriloque lorsque sa voix semble plutôt provenir de sa marionnette que de sa propre bouche. Ce phénomène a été très largement étudié dans le plan horizontal, et dans une moindre mesure en distance. Par contre, très peu d'études se sont intéressées à l'élévation. Dans cette expérience, nous avons présenté à des sujets des séquences audiovisuelles montrant un homme en train de parler. Sa voix pouvait être reproduite sur différents haut-parleurs, qui créaient des disparités plus ou moins grandes en azimut et en élévation entre le son et l'image. Pour chaque présentation, les sujets devaient indiquer si la voix semblait ou non provenir de la même direction que la bouche de l'acteur. Les résultats ont montré que l'effet ventriloque était très efficace en élévation, ce qui suggère qu'il n'est peut-être pas nécessaire de rechercher la cohérence audiovisuelle en élévation au cinéma
Few psychoacoustic studies have been carried out about the influence of stereoscopy on the sound mixing of movies. Yet very different opinions can be found in the cinema industry and in scientific papers. Some argue that sound needs to be mixed differently for stereoscopic movies while others pretend that this influence is negligible.A first set of experiments was conducted, which focused on the perception of ambience. Eight sequences - in their stereoscopic (s-3D) and non-stereoscopic (2D) versions, with several different sound mixes - were presented to subjects. For each presentation, subjects had to judge to what extent the mix sounded frontal or “surround.” The goal was to verify whether stereoscopy had an influence on the perception of the front/surround balance of ambience. Results showed that this influence was weak, which was consistent with a preliminary experiment conducted in a mixing auditorium where subjects had to mix the front/surround balance of several sequences themselves.Studies were then conducted on the perception of sound objects such as dialogs or on-screen effects. A fourth experiment focused on ventriloquism in elevation: when presented with a spatially discordant auditory-visual stimulus, subjects sometimes perceive the sound and the visual stimuli as coming from the same location. Such a phenomenon is often referred to as ventriloquism, because it evokes the illusion created by a ventriloquist when his voice seems to emanate from his puppet rather than from his mouth. While this effect has been extensively examined in the horizontal plane and to a lesser extent in distance, few psychoacoustic studies have focused on elevation. In this experiment, sequences of a man talking were presented to subjects. His voice could be reproduced on different loudspeakers, which created disparities in both azimuth and elevation between the sound and the visual stimuli. For each presentation, subjects had to indicate whether or not the voice seemed to emanate from the mouth of the actor. Ventriloquism was found to be highly effective in elevation, which suggests that audiovisual coherence in elevation might be unnecessary in theaters
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41

McCann, Shaun V. "Stereoscopic rendering". Thesis, University of Sussex, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341535.

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42

Rakov, Artem. "Unfolding the Assemblage : Towards an Archaeology of 3D Systems". Thesis, Stockholms universitet, Filmvetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-182425.

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Recent scholarship around the topic of 3D mainly deals with the visual developments that have occurred in the medium during the 21st century. A common perception in these strands of research is that in comparison to the production workflows employed in the analogue era, the 3D compositions that are being crafted through the aid of the ever-evolving digital technology have made 3D develop for the better. Yet a question that nevertheless remains is how the technology itself employed to craft these compositions has evolved. Rather than focusing on the visual developments, the primary aim of this thesis is to render visible the processes and operations of the stereoscopic technology employed to realise this 3D imagery in the first place. Utilising a media archaeological approach indebted to Wolfgang Ernst’s notion of “reverse engineering” technical media objects, I intend to analyse the primary technical components of digital and analogue 3D recording, projection and viewing devices utilised in the production of stereoscopic motion pictures. Moreover, Jonathan Crary’s writings on “the observer” will be used to highlight the important role of the human subject in relation to these binocular media technologies. I conclude that despite the varying production contexts and traditions the digital and analogue formats have been developed in, the primary methods and techniques that characterise digital 3D recording, projection and viewing systems are not specifications simply invented from scratch during the digital age. Through close scrutiny of the stereoscopic systems’ configurations with the aid of Ernst’s media archaeological approach, we are able to trace these supposed developments of the digital age back to the 19th century, when 3D was first realised.
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43

Vavroš, Ondřej. "Měření vzdálenosti stereoskopickým senzorem". Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2015. http://www.nusl.cz/ntk/nusl-220333.

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This master's thesis will take us through theoretical procedure that allows us to determine the distance of an object by stereoscopic sensor. Part of this work presents the description of the steps to achieve image of objects, calibraton and rectification. At the next part our study provides an overview of algortihms for creating disparity maps and determining the distance of the object from sensor. In the following part of thesis deals with the implementation of these processes into aplication which aim is to measure the distance.
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44

McIntire, John Paul. "Investigating the Relationship between Binocular Disparity, Viewer Discomfort, and Depth Task Performance on Stereoscopic 3D Displays". Wright State University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=wright1400790668.

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45

Agosti, Claudia. "Stereoscopia ed autostereogrammi". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amslaurea.unibo.it/12383/.

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In questa tesi ho studiato come il sistema visivo umano riesca ad ottenere informazioni della scena tridimensionale utilizzando le due immagini riprese dai nostri occhi, ed ho analizzato come, ingannandolo, si riesca a "vedere" una figura tridimensionale partendo da un'immagine bidimensionale.
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46

Balasubramaniyam, Balamuralii. "Stereoscopic video coding". Thesis, Loughborough University, 2006. https://dspace.lboro.ac.uk/2134/33973.

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It is well known that stereoscopic images and video can be used to simulate the natural process of stereopsis within the Human Visual System (HVS), by providing the two stereo images/video-streams separately to the two eyes. However as compared to presenting traditional two-dimensional images/video to the HVS, providing stereoscopic information requires double the resources, in the form of transmission bandwidth and/or storage space. Thus to handle this excess data effectively, data compression techniques are required, which is the main focus of the research presented in this thesis. The thesis proposes two novel stereoscopic video CODECs, based on the latest video coding standard, H.264.
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47

Mast, Marcus. "Human-Robot Interaction for Semi-Autonomous Assistive Robots : Empirical Studies and an Interaction Concept for Supporting Elderly People at Home". Doctoral thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-105738.

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The research addresses current shortcomings of autonomous service robots operating in domestic environments by considering the concept of a semi-autonomous robot that would be supported by human remote operators whenever the robot cannot handle a task autonomously. The main research objective was to investigate how to design the human-robot interaction for a robotic system to assist elderly people with physical tasks at home according to this conceptual idea. The research procedure followed the principles of human-centered design and is structured into four phases: In the first phase, the context of use of the system to be designed was determined. A focus group study yielded characteristics and attitudes of several potential user groups. A survey determined the demands of elderly people and informal caregivers for services a semiautonomous assistive robot may provide. An ethnographic study investigated the living conditions of elderly people and determined technical challenges for robots operating in this type of environment. Another ethnographic study investigated the work environment in teleassistive service centers and determined the feasibility of extending their range of services to incorporate robotic teleassistance. In the second phase, two studies were carried out to understand the interaction requirements. The first study determined common types of failure of current autonomous robots and required human interventions to resolve such failure states. The second study investigated how the human assistance could be provided considering a range of potential interaction devices. In the third phase, a human-robot interaction concept with three user groups and dedicated user interfaces was designed. The concept and user interfaces were refined in an iterative process based on the results of evaluations with prospective users and received encouraging results for user satisfaction and user experience. In the fourth and final phase the utility of two specific user interface features was investigated experimentally. The first experiment investigated the utility of providing remote operators with global 3D environment maps during robot navigation and identified beneficial usage scenarios. The second experiment investigated the utility of stereoscopic display for remote manipulation and robot navigation. Results suggested temporal advantages under stereoscopic display for one of three investigated task types and potential advantages for the other two.
Forskningen behandlar problem med autonoma robotar som agerar i hemmiljö. Specifikt studeras konceptet semi-autonoma robotar, vilket innebär att robotarna stöds av mänskliga operatörer när de inte klarar uppgifter på egen hand. Syftet med forskningen är att undersöka design av människa-robotinteraktion för robotsystem som stöder äldres behov av hjälp med fysiska uppgifter i hemmiljö. Forskningen är användarcentrerad och har strukturerats i fyra faser: I den första fasen undersöktes användarkontexten för systemet. I en fokusgruppsstudie utforskades karakteristika och attityder för flera potentiella användargrupper. Kraven på en semi-autonom robot för att assistera äldre och informella vårdgivare fastställdes. En enkätstudie undersökte levnadsvillkor hos äldre för att utforska tekniska utmaningar dessa omgivningar ställer på robotar. En etnografisk studie undersökte arbetskontexten på servicecenter för teleassistans och undersökte genomförbarhet i att utöka tjänsteutbudet till att även inkludera teleassisterade robotar. I den andra fasen utfördes två studier för att få kunskap om interaktionskrav. Den första studien fastställde vanliga typer av fel som inträffar med nuvarande typer av autonoma robotar och de typer av mänsklig assistans som krävs för att hantera dessa fel. Den andra studien undersökte hur mänsklig assistans kan utformas givet en repertoar av potentiella interaktionsanordningar. I den tredje fasen utformades ett interaktionskoncept för människa-robot interaktionen för tre användargrupper med dedicerade gränssnitt. Koncepten och användargränssnitten förfinades i en iterativ process baserat på resultat från utvärderingar med tänkta användare, och resulterade i uppmuntrande resultat vad gäller användarnas uppskattning och tillfredsställelse. I den fjärde och sista fasen studerades nyttan hos två specifika gränssnitt experimentellt. Det första experimentet undersökte nyttan med att ge operatörer på distans globala 3D-kartor under robotnavigeringen och identifierade användarscenarier där detta kan utnyttjas. Det andra experimentet undersökte nyttan med en stereoskopisk display för att manipulera och navigera roboten på distans. Resultaten visar på temporala fördelar med stereoskopisk display för en av tre undersökta uppgiftstyper och potentiella fördelar för de andra två.
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48

Roberts, David Anthony Thomas. "Validating stereoscopic volume rendering". Thesis, Durham University, 2016. http://etheses.dur.ac.uk/11735/.

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The evaluation of stereoscopic displays for surface-based renderings is well established in terms of accurate depth perception and tasks that require an understanding of the spatial layout of the scene. In comparison direct volume rendering (DVR) that typically produces images with a high number of low opacity, overlapping features is only beginning to be critically studied on stereoscopic displays. The properties of the specific images and the choice of parameters for DVR algorithms make assessing the effectiveness of stereoscopic displays for DVR particularly challenging and as a result existing literature is sparse with inconclusive results. In this thesis stereoscopic volume rendering is analysed for tasks that require depth perception including: stereo-acuity tasks, spatial search tasks and observer preference ratings. The evaluations focus on aspects of the DVR rendering pipeline and assess how the parameters of volume resolution, reconstruction filter and transfer function may alter task performance and the perceived quality of the produced images. The results of the evaluations suggest that the transfer function and choice of recon- struction filter can have an effect on the performance on tasks with stereoscopic displays when all other parameters are kept consistent. Further, these were found to affect the sensitivity and bias response of the participants. The studies also show that properties of the reconstruction filters such as post-aliasing and smoothing do not correlate well with either task performance or quality ratings. Included in the contributions are guidelines and recommendations on the choice of pa- rameters for increased task performance and quality scores as well as image based methods of analysing stereoscopic DVR images.
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49

Iqbal, Mohammad. "Polarization stereoscopic imaging prototype". Phd thesis, Université de Bourgogne, 2011. http://tel.archives-ouvertes.fr/tel-00702271.

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The polarization of light was introduced last ten years ago in the field of imaging system is a physical phenomenon that can be controlled for the purposes of the vision system. As that found in the human eyes, in general the imaging sensors are not under construction which is sensitive to the polarization of light. These properties can be measured by adding optical components on a conventional camera. The purpose of this thesis is to develop an imaging system that is sensitive both to the stereoscopic and to the state of polarization. As well as the visual system on a various of insects in nature such as bees, that are have capability to move in space by extracted relevant information from the polarization. The developed prototype should be possible to reconstruct threedimensional of points of interest with the issues associated with a set of parameters of the state of polarization. The proposed system consists of two cameras, each camera equipped with liquid crystal components to obtain two images with different directions of polarization. For each acquisition, four images are acquired: two for each camera. Raised by the key of main capability to return polarization information from two different cameras. After an initial calibration step; geometric and photometric, the mapping of points of interest process is made difficult because of the optical components placed in front of different lenses. A detailed study of different methods of mapping was used to select sensitivity to the polarization effects. Once points are mapped, the polarization parameters of each point are calculated from the four values from four images acquired. The results on real scenes show the feasibility and desirability of this imaging system for robotic applications.
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50

Jones, Christopher. "Imaging for stereoscopic displays". Thesis, University College London (University of London), 2003. http://discovery.ucl.ac.uk/1383535/.

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This thesis addresses the problem of calibrating a stereoscopic camera with a minimum of necessary post-processing. This is achieved through a two step procedure, the first step of which is a calibration of the sensors in rotation by means of laser diffraction, without attached lenses. The second step involves attaching the lenses and using a simplified conventional image-based calibration to determine the effects of motions of the optical centres due to lens focusing. Mounting considerations and long-term stability are also addressed. This method enables the construction of a stereoscopic camera which requires no interpolative rectification, with the calibration maintaining accuracy over a range of focal distances. Such a camera is built and calibrated, and tested to demonstrate the validity of the predicted error estimates. This approach is shown to be effective in producing stereoscopic images for display which meet the requirements of the human visual system. A comparison of this approach with previously published methods is presented. Some or all of the techniques described in this thesis may be incorporated into existing calibration schemes to improve the quality of the produced stereoscopic images. The improvements provided by a hardware calibration as described may be especially valuable in applications where maintaining full sensor resolution in the displayed image is desired.
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