Дисертації з теми "Eye design"

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1

Sarraipa, Rita Poças. "Green eye." Master's thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2019. http://hdl.handle.net/10400.5/18408.

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Dissertação de Mestrado em Design, com a especialização em Comunicação apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.
Atualmente, metade da população mundial (55%) habita em centros urbanos, em 2050 estima-se que aumente para dois terços (68%). Estes espaços ocupam apenas 3% da superfície do planeta, mas consomem 75% dos recursos naturais. Em 2016 entrou em vigor a resolução da Organização das Nações Unidas (onu) intitulada “Transforming our world: the 2030 Agenda for Sustainable Development”, como base para um plano de ação para as pessoas e o planeta prosperarem. A mais recente Conferência das Nações Unidas sobre Mudanças Climáticas (cop 21) explorou soluções para enfrentar as consequências do aquecimento global e traçou objetivos globais de redução de gases de efeito estufa. O turismo, uma atividade em crescimento, é parte deste problema global. Gera riqueza e poluição tendo impacto em fenómenos que ameaçam o futuro do planeta: as alterações climáticas, o consumo excessivo, o desperdício de plástico, a perda de biodiversidade, a sobrecarga das cidades, o uso de combustíveis fósseis, o consumo energético. Daí a importância cada vez maior de um turismo sustentável. O presente projeto de investigação pretende, através do design, contribuir para a criação e promoção de um novo negócio, nesta área com forte potencial de crescimento – o turismo. Materializa-se através da participação numa ideia de negócio, apoiando o seu desenvolvimento desde o início, assumindo a dimensão estratégica que o design pode ter, não só na construção da comunicação mas também no desenvolvimento e concretização da própria ideia e do seu financiamento. Esta investigação surgiu da identificação de uma oportunidade de negócio, numa área que tem apresentado um interesse crescente por parte do público. Estudou-se o mercado e o contexto onde este negócio se pode desenvolver e ainda o interesse das visitas aos espaços verdes pois eles corporizam a estratégia ambiental das cidades modernas e contam grande parte da sua história. Sem árvores as cidades seriam muito diferentes. Partindo de uma metodologia de base qualitativa, efetuou-se uma investigação de carácter teórico, através da revisão da literatura dos campos investigativos: Turismo e Design de Comunicação. Assim, desenvolveu-se um enquadramento teórico capaz de impulsionar e direcionar a componente projetual. Numa segunda fase, procedeu-se à análise de casos de estudo, compreendendo o modo como negócios internacionais, que exploram o mesmo nicho, se apresentam e divulgam a sua oferta. De seguida, foram analisados fatores relacionados com a implementação do projeto: análise swot, caracterização do público-alvo, identificação de potenciais concorrentes. Esta investigação, resulta na materialização de um projeto singular que pretende atuar num nicho de mercado, explorando e valorizando jardins e espaços verdes urbanos. Propondo dar a conhecer a história e a vida das cidades, através dos seus jardins, quer tenham centenas de anos ou menos de uma década. Despertando o interesse para o ‘verde’ – Green Eye.
ABSTRACT: Today, half of the world’s population (55%) live in urban centers, it is estimated to increase to two-thirds (68%) by 2050. Although they consume 75% of natural resources, these areas occupy only 3% of the earth’s surface. In 2016, United Nations Organization’s resolution called “Transforming our world: the 2030 Agenda for Sustainable Development” came into force as a foundation for a plan of action so that the planet and man could prosper. United Nations’ most recent conference about climate changes (cop 21) explored solutions to deal with global warming consequences and set worldwide goals in order to reduce greenhouse gases. Tourism is part of this problem . A growing activity which generates wealth and pollution. Tourism has positive aspects, however, it also has an impact on phenomena that threaten the future of the planet: climate change, excessive consumption, plastic waste, loss of biodiversity, the overburden of cities, use of fossil fuels, energy consumption, discharges. That is why having sustainable tourism is increasingly important. Resorting to design, this research project intends to contribute to the creation and promotion of a new business, in an area with strong growth potential – tourism . It is materialized through participation in a business idea, supporting its development from the beginning. Assuming the strategic dimension that design can have, not only in the construction of communication but also in the development and implementation of the idea itself and its financing. This research emerged from the identification of a business opportunity, in an area that has shown a growing interest by the public. The market and the context, where this business can be developed, were studied. The interest of the visits to the green spaces was also studied because they embody the environmental strategy of modern cities and they tell much of their history (and of their own stories). From a qualitative methodology, a theoretical investigation was carried out, through the literature review of the research fields: Tourism and Communication Design. Thus, a theoretical framework capable of boosting and directing the project component has been developed. In a second phase, case studies were analyzed, including the way in which international businesses, which explore the same niche, present themselves and disseminate their offer. Next, we analyzed factors related to project implementation: swot analysis, characterization of target audience and identification of potential competitors. As a result of this research, we have accomplish a singular project that intends to operate in a market niche, exploring and valuing gardens and green spaces in the city. Proposing to introduce the history and life of cities, through their gardens, whether they have hundreds of years or less than a decade. Awakening interest for the ‘green’ — Green Eye.
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2

Gu, Jianjun Jason. "Design, sensing and control of a robotic prosthetic eye for natural eye movement." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ60293.pdf.

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Harling, Christine. "Evolution and eye design in stomatopod crustaceans." Thesis, University of Sussex, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.264594.

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The diverse visual specialisations of stomatopods are an important consideration in studies of their radiation and evolution. Most stomatopods in the Superfamilies Gonodactyloidea and Lysiosquilloidea have regionally specialised eyes. A central band composed of six rows of ommatidia contains an array of photoreceptive pigments and filters that allow for finely tuned colour and polarisation vision. In other stomatopods the mid-band is reduced and unspecialised, or is absent. Previously, this has been considered to be the plesiomorphic condition. Phylogenetic analyses of the Stomatopoda show that the extant stomatopod lineages evolved from a gonodactyloid-type ancestor. Characters for phylogenetic analyses have been derived from external morphology, details of eye daslqn and mitochondrial DNA sequences. Although not wholly congruent, the results from these separate analyses indicate that species with a simpler eye design are not more primitive but have lost parts of the mid-band arrangement. This regressive evolutionary event has occurred independently on a number of occasions. Observations on the neuroanatomy of the eyes in the stomatopod Neogonodactylus oerstedii have revealed the existence of an accessory lobe located distally on the medulla externa and connecting with the six mid-band rows. The lobe is involved in processing colour and polarisation information. The discovery of the lobe in species that lack the retinal specialisations for colour vision provides further evidence that they are descended from a more advanced ancestor. Similarities in the arrangement of eye muscles between species with a two or six row mid-band also give support for this conjecture. The ancestors of the modern stomatopods are likely to have evolved in shallow water and coral reef habitats. The development of colour vision was advantageous for prey location and in interspecific encounters. Stomatopods subsequently radiated into a diverse range of habitats. For those in more spectrally limited surroundings the colour vision system has largely been lost but vestiges are still present today in the form of a reduced mid-band and medulla lobe.
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Pålsson, Nicholas. "Guiding the viewer using visual components : Eye-tracking for visual analysis." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74563.

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Are there ways to assess the objective value of the image? By first breaking down visual components and visual structure that are commonly used in image construction, this report will try to predict how a audience chooses to view an image. Through eye-tracking technology using a webcam to track the subjects' eye movement, these visual components validation will be tested. The result is presented as heatmaps; which illustrate the point of attention of the audience. The result is then compared with a hypothesis that was compiled in preparation for the examination. The result of the survey shows that potential off using eye-tracking for analysis, though the technology of using a web camera might not be the most suitable.
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Jan, Muhammad Asghar, and Syed Majid Ali Shah Bukhari. "Eye Tracking Interface Design for Controlling Mobile Robot." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5030.

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This thesis provides a baseline study for eye tracking user interface design for controlling a mobile robot. The baseline study is an experiment involving the use of a radio controller (RC) to drive the robot, while gaze data is collected from each subject monitoring the position of robot on the remote screen that displays the view for the turret-mounted video camera on the robot. Initial data from the experiment provides a foundation for interface design of actual control of the mobile robot by gaze interaction. Such an interface may provide Tele-presence for the disable. Patients with motor disability cannot use their hands and legs but only use their eye motions. Such applications of an eye tracking system can provide patients with much flexibility and freedom for search and identification of objects.
Muhammad Asghar Jan (+46-700183140) syedmaji@hotmail.com (+46-736805771)
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Charman, Helen. "The productive eye : conceptualising learning in the Design Museum." Thesis, University College London (University of London), 2011. http://discovery.ucl.ac.uk/10006501/.

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My thesis explores accounts of learning about design enabled through visits to exhibitions at the Design Museum, London, and drawn from purposive samples of adult visitors and exhibition curators. The research adopts a qualitative, multiple method case study strategy, which takes the Design Museum as its local context and consists of a small-scale museum visitor survey, a visitor research group, and semi-structured interviews with exhibition curators. The literature called upon is from the fields of museum studies and museum education; design history. design culture and design studies; visitor studies and learning theory. Through this review I develop a framework for data analysis which sets out a threefold notion of the museum concept as Active, Distinctive and Engaging. Framed by a critique of generic approaches to, and generalising tendencies about, learning in the museum, my thesis then explores the extent to which learning at the Design Museum is revealed as distinctive to its local context. These characteristics inform a conceptualisation of learning which I coin as the Productive Eye. The Productive Eye has two significant features. It is grounded in the specificity of the discipline of design and its concomitant history of exhibition design. Furthermore, it reveals a complementarity between visitor experiences, learning and curatorial practice. Such findings are atypical within debates concerning intel.Jectual access to the museum and within large-scale visitor studies, which more often reveal disjunctions between visitor and curatorial constituencies. Through providing an integrated, holistic account of theory and practice this study contributes both to professional practice at the Design Museum and to scholarship in the field of museum education. In conclusion, I pose the question as to whether there might be distinctive characteristics to visitor learning in other typologically specific museums, with commensurate implications for traditional understandings of museum professionalism in learning and curating.
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Zhang, Yanxia. "Eye tracking and gaze interface design for pervasive displays." Thesis, Lancaster University, 2015. http://eprints.lancs.ac.uk/76906/.

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Eye tracking for pervasive displays in everyday computing is an emerging area in research. There is an increasing number of pervasive displays in our surroundings, such as large displays in public spaces, digital boards in offices and smart televisions at home. Gaze is an attractive input modality for these displays, as people naturally look at objects of interest and use their eyes to seek information. Existing research has applied eye tracking in a variety of fields, but tends to be in constrained environments for lab applications. This thesis investigates how to enable robust gaze sensing in pervasive contexts and how eye tracking can be applied for pervasive displays that we encounter in our daily life. To answer these questions, we identify the technical and design challenges posed by using gaze for pervasive displays. Firstly, in out-of-lab environments, interactions are usually spontaneous where users and systems are unaware of each other beforehand. This poses the technical problem that gaze sensing should not need prior user training and should be robust in unconstrained environments. We develop novel vision-based systems that require only off-the-shelf RGB cameras to address this issue. Secondly, in pervasive contexts, users are usually unaware of gaze interactivity iii of pervasive displays and the technical restrictions of gaze sensing systems. However, there is little knowledge about how to enable people to use gaze interactive systems in daily life. Thus, we design novel interfaces that allow novice users to interact with contents on pervasive displays, and we study the usage of our systems through field deployments. We demonstrate that people can walk up to a gaze interactive system and start to use it immediately without human assistance. Lastly, pervasive displays could also support multiuser co-located collaborations. We explore the use of gaze for collaborative tasks. Our results show that sharing gaze information on shared displays can ease communications and improve collaboration. Although we demonstrate benefits of using gaze for pervasive displays, open challenges remain in enabling gaze interaction in everyday computing and require further investigations. Our research provides a foundation for the rapidly growing field of eye tracking for pervasive displays.
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Maksimovic, Srdjan. "Unusual eye design: The compound-lens eyes of Strepsiptera and the scanning eyes of Sunburst Diving Beetle larvae." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1285687000.

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COLIC, BJANKA, and Chapel Paola Alonso. "Humanized technology - A study of how to implement human characteristics in eye tracking interactions with Tobii EyeX." Thesis, KTH, Maskinkonstruktion (Inst.), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-196522.

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Detta examensarbete gjordes i samarbete med det svenska eye tracking företaget Tobii AB, på avdelningen Tobii Tech. Syftet med arbetet var att utforska termen mänsklig teknologi och undersöka hur deras produkt EyeX i högre grad kan skapa naturligare och intuitivare interaktioner med datorn. För att åstadkomma detta har ett explorativt tillvägagångssätt, uppdelat i en teoretisk och praktisk del med sekundära, godtagbara källor och kvalitativ datainsamling. Examensarbetet initierades med den teoretiska delen i syfte att erhålla generell kunskap om eye tracking och dess nuvarande tillämpningsområden. Idag används eye tracking främst i forskningssyften och som kommunikations- och interaktionsverktyg för funktionshindrande. Tvärtemot dess nuvarande användningsområden, är målet med EyeX är att nå ut till konsumentoch spelmarknaden och därmed har examensarbete begränsats till icke funktionshindrande. Den teoretiska delen fortsattes med: mänskliga faktorer och mänskligare människa-dator interaktioner. Detta utgjorde en bas för att skapa en förståelse för hur mänskliga relationer skapas och hur mänskliga emotionella faktorer skulle kunna kopplas till datorinteraktion. Vidare i arbetet gjordes den praktiska delen: tre workshops, för att utreda relevansen av resultatet från litteraturstudien och en kvalitativ datainsamling i form av intervjuer och observationer av EyeX användare. Användarstudien visade att emotionella faktorer är viktiga vid design utav gränssnitt och därmed bör användas vid utveckling av människa–datorinteraktioner. Slutligen, för att undersöka till vilken grad mänskliga aspekter skulle kunna användas, gjordes ytterligare en workshop, där fakta från litteraturstudien användes för att koppla till praktiska tillämpningar av eye tracking och datorinteraktioner. Slutsatserna av arbetet resulterade  iutvecklingen av två utvärderingsmetoder för att analysera mänsklig teknologi: en designguide uppbyggd på frågor för att utveckla mänskligare datorinteraktioner.
This thesis has been done in collaboration with the Swedish eye tracking company Tobii AB, at the department Tobii Tech. The purpose has been to investigate what humanized technology means and how Tobii’s product EyeX can enhance a more natural and humanized interaction with the computer. This work has been conducted throughout an explorative approach; using secondary sources from relevant literature and qualitative studies; divided in a theoretical and practical part. Firstly, a theoretical part was conducted to gain general knowledge about the eye tracking and its different areas of implementation. Currently, eye tracking can be found in various fields of research and communication tools for people with neurological disabilities. Contrary to those application areas of eye tracking, EyeX is aimed for the consumer and gaming market and therefore the work is limited to able-bodied users. This was continued by research concerning: human interactions and humanization in human-computer interaction. The theoretical part of this project created a foundation for how relationships are created and how emotional aspects of human characteristics could possibly be related to computer interaction. It also described how a meaningful and lasting relationship could be created with computers and their various features by the means of habits. Furthermore, the work continued with the practical part: three workshops, performed to further understand the relevance of the results from the related work and qualitative data collection through interviews and observations with EyeX users. By the end of the user study it could be assumed that emotional aspects of human characteristics was essential for the development of interfaces and therefore should be implemented in human-computer interactions. Finally, a supplementary workshop was conducted to clarify how emotional and abstract factors could easier be related to practical eye tracking and computer features. Also, two evaluation methods were created for evaluating humanization and emotional aspects in features/products.
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Navarrete, Ortiz de Lanzagorta Ana. "DESIGN OF A HUMANOID NECK MOVEMENTS AND EYE-EXPRESSIONS MECHANISMS." Thesis, Högskolan i Skövde, Institutionen för teknik och samhälle, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6094.

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This project aims to design and construct a 3D CAD model of a humanoid robot head; this means the mechanisms that simulate the motions of the neck, the eyes and the eyelids. The project was developed in collaboration with Cognition and Interaction Laboratory at the University of Skövde. From the literature review, it was found that most of the humanoid robots at the market are able to perform neck movements. The problem is that the neck motions today are not smooth as human neck and the movements of face details, such as the eyes and the mouth, are less developed. Only robots created for interaction research between human and robots allows for face expressions. However, the rest of the bodies of such robots are not as well developed as the face. The conclusion is that there is no humanoid robot that presents a full expression face and a well-developed body. This project presents new mechanical concepts for how to provide smooth humanoid neck motions as well as how to show expressions of the robots face. Three parts of the humanoid heads: the neck, the eyes and the eyelids were investigated. By examining different mechanical concepts used today two types of mechanisms were found: parallel and serial. In the neck the serial mechanism was chosen because the motion obtained is smoother. The eyes and the eyelids were designed with a serial mechanism due to the limitations of the space in the head. The three parts were built in to a 3D CAD program in order to test the entire head mechanism. This results in a head mechanism that enables smooth motion of the neck and provides enough degrees of freedom to simulate feelings due to eye expressions.
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Tharp, Biba. "The eye of the holder, a design system for eyewear." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2000. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape4/PQDD_0017/MQ48246.pdf.

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Daleke, Malin, and Ida Nilsson. "Product Adoption Design of Ergonomic Aid Utilizing Eye Tracking Technology." Thesis, KTH, Maskinkonstruktion (Inst.), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170797.

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Анотація:
Tobii Dynavox is developing a product called Ergo, which is an ergonomic aid utilizing eyetracking technology. Its purpose is to ease physical pain related to computer work by enabling the user to navigate their computer with their eyes. With this product, Tobii Dynavox is entering anew market and addressing new customers, therefore needing a better understanding of potentialcustomer needs, behaviour and desires. The research questions investigated in the project are;What does the market of ergonomic aids look like? What does the customer journey with Ergolook like? Who are the potential users of Ergo and what are their needs? How should Ergo bedesigned and presented to facilitate adoption?In order to understand how Ergo should be developed, a research of Ergo’s context was conducted. The research consisted of a user study, a study of the brand identity of TobiiDynavox and the market of ergonomic aids. It also consisted of a literature study where eyetracking technology, physical ergonomics, human-computer interaction, cognitive ergonomics and the market of technological innovation ware studied.The research resulted in insights that were summarized in a list of guidelines. The guidelines areessential to follow in the development of Ergo in order for it to be user-friendly, profitable, morefeasible and ready for market launch. The insights from the research also resulted in a list ofproblem areas, of which the problem of the users’ difficulty in adopting eye tracking was chosento work further with. The development of Ergo involved solving the chosen problem area. The solution is a product adoption design with a linear process of unpacking and installing the product. It further involves a new system of how to learn and adopt eye tracking as a tool in daily computer activities. The overall adoption design is guiding, comprehensive, friendly and intuitivewhile also communicating feelings of excitement and giving an impression of high-tech. The evaluation concluded that the design is beneficial for Ergo in order to facilitate user adoption and to succeed on the market. Finally, all results were summarized and discussed in the end of the project.
Tobii AB arbetar med en teknik kallad eye tracking, som syftar till att läsa av ögonrörelser. TobiiDynavox, en del i Tobii AB, utvecklar för närvarande en ny produkt, kallad Ergo, som nyttjar den tekniken. Syftet med produkten är att minska fysisk smärta i samband med datoranvändninggenom att låta användaren styra datorn med ögonen istället för med händerna. Produkten ärriktad mot en ny marknad för Tobii Dynavox, en marknad med andra kunder ochanvändargrupper än deras nuvarande. Med anledning av detta behöver Tobii Dynavox en störreförståelse för Ergos blivande kunder. De frågor som undersökningen ämnar att besvara ärföljande: Hur ser marknaden för ergonomiska hjälpmedel ut? Hur ser kundresan med Ergo ut? Vilka är de potentiella kunderna och vilka behov har de? Hur bör Ergo vara designad och bli presenterad för att användaren lättare ska ta till sig produkten?För att undersöka detta genomfördes en kontextuell undersökning av Ergo. Undersökningbestod av en literaturstudie, användarstudie, en studie av Tobiis företagsidentitet och marknadenav ergonomiska hjälpmedel. Undersökningen resulterade i insikter som sammanfattades i en listamed riktlinjer. Dessa riktlinjer är väsentliga i utvecklingen av Ergo för att få en produkt som äranvändarvänlig, lönsam för Tobii, mer trovärdig på marknaden och redo för marknadslansering.Insikterna resulterade även i en sammanställning av problemområden med Ergo, från vilket ett valdes ut för fortsatt utveckling. Det problem som valdes var användarnas varierande förväntningar av produkten och deras svårigheter att ta till sig produkten. Utvecklingen av Ergo innefattade ett förslag för att lösa det valda problemet. Lösningen är en nyproduktdesign som genom en linjär inlärningsprocess underlättar för användaren att ta till sigprodukten och använda den i sitt dagliga arbete. Designen ska därtill vara mer ledande, intuitiv, lättsam och förmedla ett snällt men också spännande intryck. Slutsatsen från utvärderingen visade att den nya designen är fördelaktig för Ergo, då den underlättar för användaren att ta till sig eyetracking i dagligt arbete.
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Lapa, Chad. "Using eye tracking to understand banner blindness and improve website design /." Online version of thesis, 2007. http://hdl.handle.net/1850/4768.

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Gwalani, Poonam. "Design and Implementation of an Eye Blink Controlled Human Computer Interface." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/232.

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Advances in Human Computer Interface (HCI) have made this area of research important for improving the standard of living for people with disabilities. An eye blink system is presented to allow people with disabilities to control a standard computer mouse. This system is designed for people who are paralytic with no control over their arms, speech, and anyone who is restricted to only the control of eye and head movements. This system is based on infrared reflectivity to capture and analyze real time eye blink signal of the user. It uses simple economical hardware electronics to emulate the functionality of computer mouse click based on user eye blinks. Informal tests show that the system can successfully distinguish between voluntary and involuntary eye blinks and can emulate user mouse clicks. This interface offers an economical, non-invasive, hands-free, plug and play device that provides the disabled with flexibility to improve their quality of life.
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Luce, Alexander Vallejo. "Design of Automated Digital Eye Palpation Exam for Intraocular Pressure Measurement." Thesis, The University of Arizona, 2009. http://hdl.handle.net/10150/192537.

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Asuncion, Bryan C. "Determination of Salient Design Elements through Eye Movements, Aesthetics, and Usability." Thesis, Mississippi State University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10979596.

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The goal of study 1 was to use a remote eye tracker to understand how eye movements change with 7 geometrically varied remote controls to determine design element saliency. 20 participants were used to measure the following eye metrics: number of fixations prior to first fixation of any AOI, time to first fixation of an AOI, number of fixations on an AOI, dwell time of the first fixation on an AOI, total dwell time of an AOI, and the percentage of time spent on an AOI. The results of the study showed that all participants spent between 75–85% of their time fixated on the button layout which was not defined as an AOI. No statistical differences were found in the values measured for all eye tracking metrics across similarly defined AOIs. In study 2, the objective was to determine attitudes towards appearance and usability of the 7 remote control designs using the participants from study 1. Participants were asked to rate their attitudes and preferences, using a Likert-based questionnaire, about the qualities of appearance and usability for the attributes of proportion, shape, and configuration. They were asked open-ended questions about their likes and dislikes regarding the qualities of appearance and usability. Lastly, participants were given a pairwise comparison survey where they chose their preferred remote design, based on appearance, for 10 paired sets of contrasting remote designs. The hourglass subjacent and hourglass round designs were rated highest for appearance and usability from the Likert questionnaire. The hourglass round design was ranked highest for the pairwise comparison survey. For study 3, the goal was to determine attitudes towards appearance and usability of the 7 remote designs with online participants. 300 participants were asked to rate their attitudes and preferences using the same Likert-based questionnaire from study 2. They were asked the same open-ended questions and administered the same pairwise comparison survey as in study 2. The results of the Likert questionnaire showed that the hourglass subjacent and hourglass round designs were rated highest for appearance and usability. From the pairwise comparison survey, the hourglass round design was ranked the highest.

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17

Wei, Kang. "Bio-inspired Reconfigurable Elastomer-liquid Lens: Design, Actuation and Optimization." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1429657034.

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18

Shaw, Daniel. "An Eye-Tracking Evaluation of Multicultural Interface Designs." Thesis, Boston College, 2005. http://hdl.handle.net/2345/390.

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Thesis advisor: James Gips
This paper examines the impact of a multicultural approach on the usability of web and software interface designs. Through the use of an eye-tracking system, the study compares the ability of American users to navigate traditional American and Japanese websites. The ASL R6 eye-tracking system recorded user search latency and the visual scan path in locating specific items on the American and Japanese pages. Experimental results found statistically significant latency values when searching for left- or right-oriented navigation menus. Among the participants, visual observations of scan paths indicated a strong preference for initial movements toward the left. These results demonstrate the importance of manipulating web layouts and navigation menus for American and Japanese users. This paper further discusses the potential strengths resulting from modifications of interface designs to correspond with such cultural search tendencies, and suggestions for further research
Thesis (BA) — Boston College, 2005
Submitted to: Boston College. College of Arts and Sciences
Discipline: Computer Science
Discipline: College Honors Program
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19

Holmlund, Jonas. "Visuellt berättande genom karaktärer." Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18678.

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I mitt arbete har jag genom användandet av diffraktion analyserat spelkaraktärer för att se hurkaraktärerna använder estetik och visuella utryck för att beskriva karaktärsdrag och bakgrundsamt hur de kan användas i nya berättelser. Genom användandet av the good eye metoden harjag analyserat ett flertal spelkaraktärer genom att dela upp deras estetik i innehåll, färg,rumsligt innehåll, ljus och uttryck och sedan försökt applicera dessa på redan skrivnakaraktärer för ett digitalt spel och anpassa dem till spelvärldens visuella estetik.
In this thesis I have analysed game characters through the use of diffraction to see how thecharacters use aesthetics and visual expressions to describe characteristics, background andhow they can be used in new stories. I have analysed multiple game characters using the goodeye method and divided their aesthetics into content, color spatial organisation, light, andexpressive content and then tried to apply it on already written characters for a digital gameand adapt them to the aesthetics of the game world.
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20

GRIER, REBECCA ANNE. "VISUAL ATTENTION AND WEB DESIGN." University of Cincinnati / OhioLINK, 2004. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1092767744.

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21

Umraiya, Anurag. "Design of miniaturized coil system using MEMS technology for eye movement measurement." Thesis, McGill University, 2009. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=66669.

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Application of eye movement measurement is especially significant in Neuroscience. Results from eye tracking can give valuable insight into the correlation between neural activity and eye movements. Abnormalities in the eye movements also provide information regarding diagnosis and progress of neurological diseases such as dementia. Another application is in developing human-computer interfaces as a means of communication for the severely handicapped. Although there are numerous eye tracking techniques available, the magnetic search coil method has been prominently used by researchers due to its high accuracy and precision. This technique typically requires the subjects head to be fixed for accurate measurements due to the use of large field coils. Here we propose a miniaturized coil system using MEMS technology for application in eye movement measurement. The coils were designed and modeled using CoventorWare and MagNet software. The microcoils were then fabricated in the McGill Nanotools microfabrication laboratory. We present the results for using the materials Indium Tin Oxide (ITO) and Aluminium for the fabrication of coils. We found that the resulting coil system is capable of identifying displacements along the X, Y and Z axis. The resolution of the system depends on the configuration of the system, it was calculated to be around 20-40 μm on the plane of the coil and it increases near the centre of the coil. Although the proposed coil system holds significant potential, but further exhaustive testing needs to be performed in an environment simulating eye movements.
O Mesurer avec précision les mouvements oculaires constitue un élément essentiel dans ledomaine de la neuroscience. Par exemple, capter les mouvemets de l'oeil contribue à la compréhension de la relation entre les activités neuronales et le comportement oculaire. De meme, les irrégularités observées dans les mouvements des yeux aident à diagnostiquer et à surveiller le progrès de plusieurs troubles mentaux comme la démence. En plus, le tracement de la trajectoire oculaire peut être utilisé pour construire des interfaces homme-machine pour les personnes sévèrement handicapées.Bien que plusieurs techniques de tracement oculaire existent déjà, la bobine de recherche magnétique est fortement utilisée par les chercheurs. Elle offre une haute exactitude et une très bonne précision de mesure. La technique traditionnelle exige l'utilisation de grandes bobines de champs, nécessitant ainsi que la tête du sujet soit fixée en tout temps. En revanche, on propose l'utilisation d'un système de bobines miniaturisées construit avec la technologie MEMS. Les bobines ont été conçues à l'aide des logiciels CoventorWare et MagNet. Les micro-bobines ont été fabriquées dans le laboratoire de micro-fabrication Nanotools de l'Université McGill. On présente les résultats obtenus en utilisant des micro-bobines construites avec la solution solide de l'oxyde de l'étain et l'oxyde de l'indium (ITO). Le système de micro-bobine est capable d'identifier les déplacements dans les trois dimensions X, Y, et Z. La résolution du système dépend de la configuration utilisée. On a trouvé que la résolution peut être entre 20 et 40 μm. Le système proposé est très promettant mais plusieurs tests exhaustifs deraient encore être appliquées dans des environnements qui simulent de vrais mouvements oculaires.
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Börjeson, Charlie. "Design of a compact wavefront sensor for measurements on the human eye." Thesis, KTH, Tillämpad fysik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-284689.

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Wavefront sensors for measurements on human eyes are usually large, expensive and difficult to move. A compact wavefront sensor would be more cost-effective and versatile as is could be used in multiple systems. The aim of this thesis was to produce a more compact and portable wavefront sensor. A shorter telescope design for the wavefront sensor was proposed and checked theoretically and with computer simulations. An experimental arrangement comparing the proposed telescope design with a conventional telescope design was constructed. A compact wavefront sensor was built using off-the-shelf components and a few modified components. Tests with the compact wavefront sensor were made both on eye models and on human eyes. The compact wavefront sensor correctly measured the refractive errors of two eye models. It was also possible to perform measurements on human eyes, both in the central and peripheral visual fields, and higher order aberrations were confirmed. For positioning human eyes at the correct distance from the wavefront sensor an additional pupil camera was needed, which was not included in the system. Future improvements for the compact wavefront sensor are discussed.
Vågfrontssensorer för mätningar på ögon är ofta mycket stora, dyra och svåra att transportera. En kompakt vågfrontssensor skulle vara kostnadseffektiv och flexibel eftersom den skulle kunna användas i flera olika system. Målet med detta examensarbete var att producera en mer kompakt och transportabel vågfrontssensor. En kortare teleskopvariant föreslogs och analyserades både teoretiskt och med datorsimuleringar. En experimentell uppsättning gjordes också för att jämföra den kortare teleskopdesignen med ett sedvanligt vågfrontssensorteleskop. En kompakt vågfrontssensor byggdes med standardkomponenter samt med några modifierade standardkomponenter. Tester med den kompakta vågfrontssensorn gjordes både på ögonmodeller och mänskliga ögon. Den kompakta vågfrontssensorn gav korrekta mätvärden på brytningsfelen på ögonmodellerna. Det gick bra att genomföra mätningar på mänskliga ögon, både i centrala och perifera synfältet, och högre ordningens aberrationer bekräftades. För att placera mänskliga ögon på korrekt avstånd från vågfrontssensorn krävdes en extra pupillkamera, som inte var inkluderad i den kompakta vågfrontssensorn. Framtida förbättringar för den kompakta vågfrontssensorn diskuteras.
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23

Schulz, Simon [Verfasser]. "Design, Control, and Evaluation of a Human-Inspired Robotic Eye / Simon Schulz." Bielefeld : Universitätsbibliothek Bielefeld, 2020. http://d-nb.info/1212177347/34.

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24

Byrd, Robert T. "Promoting Intrinsically Motivated Altruistic Behavior and Decreasing Inherent Bias through Facial Perception Priming." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1461593808.

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25

Sjöblom, Olle. "Algorithm Design for Driver Attention Monitoring." Thesis, Linköpings universitet, Fordonssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-120762.

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The concept driver distraction is diffuse and no clear definition exists, which causes troubles when it comes to driver attention monitoring. This thesis takes an approach where eyetracking data from experienced drivers along with radar data has been used and analysed in an attempt to set up adaptive rules of how and how often the driver needs to attend to different objects in its surroundings, which circumvents the issue of not having a clear definition of driver distraction. In order to do this, a target tracking algorithm has been implemented that refines the output from the radar, subsequently used together with the eye-tracking data to in a statistical manner, in the long term, try to answer the question for how long is the driver allowed to look away in different driving scenarios? The thesis presents a proof of concept of this approach, and the results look promising.
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Wang, Huanhuan. "Development of novel design methodology for product mass customization based on human attributes and cognitive behaviours." Thesis, Brunel University, 2012. http://bura.brunel.ac.uk/handle/2438/6455.

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The competition in the global market is accelerating rapidly because of less technological gap, matured manufacturing level, and various changing customer needs. Increasingly customers choose products in terms of experience desires, psychological desires and whether the products can reflect their values, in addition to the main product functions. Moreover, there are a large number of small and medium sized manufacturing companies in the developing countries. OEM (Original Equipment Manufacturer) and simple mass production cannot generate good value for these manufacture companies, and they have been seeking new opportunities to create higher value for their products/services and satisfy different needs of customers. Mass customization is one of the main business forms in the future, which can best meet the needs of individual customer, especially psychological needs. The key to mass customization is to provide enough modules to meet individual needs with a limited cost increase. The problem has been how to identify the real user needs and individual differences. The purpose of this research is to develop a sound design methodology based upon the current product design theories and practices for future product innovation and sustainable growth of small and medium sized manufacturing enterprises. The research focuses on the user-product cognitive behaviours and the relationship between human attributes and product features. Orthogonal experiment, eye tracking technology and artificial neural network have been successfully applied in this research. The research has developed a user needs hierarchy model and added value hierarchy model, and a robust theoretical basis to predict and evaluate (individual) user needs for product design. The research has further made the following contributions: 1) The relationship between human attributes and product features has been established, which can help designers understand the differences of various customer groups; 2) The different effects of various influence factors on people’s cognition and preference choice based on vision have been analysed and discussed; 3) A new method to identify, cluster, and combine common needs and personalized needs in early design stage for mass customization has been developed; 4) The research results can be reused in the future design of the same or similar kind of products.
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27

Dima, Elijs. "Determining UI design principles for Google Glass and other over-eye interactive device applications." Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-19500.

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Google Glass is a new personal computing device that employs an over-eyetransparent display together with voice-control in order to offer audiovisual informationto the device's users. Glass is also a new mediated-reality platform,fundamentally different from common computers and smartphones, and theavailable Glass application (Glassware) design guides do not fully cover human-computer interaction issues that are imposed by Glass' characteristics – issuessuch as optimum information density, use of colourization and positioningto separate information, optimum amount of discrete entities on display, and theuse of iconography. By combining existing guidelines for Glassware UI designwith past research on human-computer interaction and psychology, those issuescan be addressed and can lead to additional design principles. To evaluate theefficacy of such combinations within the technical and design limitations imposedby Google Glass, a set of UI mock-ups for fictional Glassware is createdand used in multiple surveys to acquire data on human response to those combinedfactors. During the study, it was determined that factors including colourization,element positioning and use of icons have a definite effect on user perceptionand preferences, whilst factors related to information density andamount of discrete entities on screen are less relevant. Additionally, supportingevidence was found in relation to the assumption that utility is more importantthan functionless aesthetics. As a result, a UI design guideline set was formulatedthat can be used to supplement existing UI design guidelines for GoogleGlass and similar over-eye transparent-screen devices.
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Boardman, Rosy. "Investigating how a fashion retailer's website design affects users' responses across a fifty year age span through the use of eye tracking technology." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/investigating-how-a-fashion-retailers-website-design-affects-users-responses-across-a-fifty-year-age-span-through-the-use-of-eye-tracking-technology(8571e13b-6292-4d0e-b285-cba30363ae70).html.

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As online fashion retailing has grown immensely over the last fifteen years, retailers’ website designs have had to evolve to meet customers’ increasing demands, needs and expectations in order to attract and retain them. The purpose of this thesis is to provide a greater understanding of how different ages of consumers respond to retailers’ holistic website designs through the use of eye tracking technology. Insights gained from this research will enable retailers to enhance their website design in accordance with their target market’s behaviour, habits and expectations. Eye tracking is a key tool for analysing and understanding human-computer interaction and can be used alongside qualitative in-depth interviews to provide a detailed understanding of users’ responses to the website design. This study uses the Stimulus–Organism–Response (S-O-R) paradigm to investigate how the fashion retailer’s holistic website design influences users’ visual, cognitive and behavioural responses, which leads to their approach or avoidance behaviour. The study also examines whether the shopper’s motivation or age will have an influence on their responses to the website design. It is important to analyse the differences in behaviour between age groups because more mature consumers are now shopping online, and academic research on this topic is limited. A sample of 50 participants, spanning ages 20 to 70 and consisting of regular users of the website, participated in the study. The study was conducted on the fashion retailer’s live website and results were recorded in real time, making the findings more valid. The study found that users were very focused on looking for products when shopping online and that the product listings page is arguably the most important page on the website as users visit it the most and spend the most time on it. Furthermore, the study found that navigation and customisation design stimuli were the most important to users and that they did not to pay much attention to the lower sections of the web pages. The study also found that users’ responses to the website can change according to their motivation as users spent less time on the website if they were goal-directed shopping and had more focused viewing patterns than if they were browsing. Moreover, the study also found that different age groups had different responses to the website design, as older users took longer to navigate the website and had slower viewing times than younger users, and also looked at the thumbnail images that were further down the page a lot less. This research has filled a gap in the academic literature and provided a detailed understanding of eye fixations, and how they can be interpreted in website design studies. Future academic studies on retailers’ website design can assume that long fixation durations indicate positive attention. Also, the findings enable retailers to understand how the design stimuli affect different ages of users’ shopping experiences and, as a result, can design their website according to their target markets’ behaviour. Furthermore, this study highlights the areas that are not capturing users’ attention on the website, and that need to be improved by retailers. Overall, the findings suggest that retailers should focus on providing an easy, efficient and quick shopping experience for users when designing their website.
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Ishikawa, Erina Schaffer. "Semantic Interpretation of Eye Movements Using Author-designed Structure of Visual Content." 京都大学 (Kyoto University), 2016. http://hdl.handle.net/2433/217199.

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Nilsson, Madeleine. "UX method development from Usability testing with Eye tracking for E-commerce." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21842.

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This thesis investigates the knowledge around the field of eye tracking within e-commerce, and specifically CDON. Eyetracking is a powerful tool within usability testing and it makes us as designers see what the user is actually looking at on the screen. This paper will present the design process and through usability testing result in how to gather and later on analyse data to benefit e-commerce. The study contains research around the methods of eyetracking and usability testing for e-commerce within the field of interaction design that results in a developed user experience method, specialized for e-commerce. The final outcome is a method called the 2-competitor method that interaction designers can use to compete the website that they work on to other websites and find valuable information such as design issues or improvements. The method informs competing sites to be used as a tool to improve design.
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31

Kline, Lorrin E. "A User Centered Design Application in Eye Tracking Technologies: Children's Perceptions Within the Built Environment." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1553613673437902.

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32

Arnberg, Philip, and Petersson Oscar Barreira. "Design of a Maxwell Fish-Eye Lens in PCB Technology With a Glide-Symmetric Metasurface." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-254263.

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The aim of this project is to design a cost-effective planar Maxwell fish-eye lens in PCB technology operating at the center frequency 5 GHz with a bandwidth of 20 %. An approach to design a cost-effective lens is to use a metasurface, which is commonly realized as a periodic structure of unit cells. In this project, a study was made by comparing different unit cells and considering the effect of applying glide symmetry to the unit cells. Comparing different unit cells withand without glide symmetry demonstrates that glide symmetry is necessary to achieve a 20 % bandwidth. Introducing glide symmetry showed a reduction in dispersive behavior, an increaseof isotropy and effective refractive index. Simulations of the full lens show a functioning lens with a power transfer of 67 % at 5.46 GHz. In conclusion, glide symmetry will improve the performance of the lens and is necessary to fulfill the requirement of a 20 % bandwidth.
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33

Dahlman, Pär. "User Centred Design for adolescents withCerebral Palsy : Designing an eye controlled software to enhance mathematical activities." Thesis, KTH, Skolan för teknikvetenskap (SCI), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-93269.

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This study aims to find an answer to what prerequisites that needs to betaken into consideration when designing an eye controlled software formathematical activities carried out by children that suffers from cerebralpalsy. A user centred study was conducted at three habilitation centresaround Stockholm. This resulted in a high-fi prototype for columnarcalculation, in which findings from the study were incorporated.These findings included the need to be able to adjust colour, sizeand shape of interface elements, as the target group suffered from visualimpairments. The interface should have a simple and clean design, astoo appealing elements may draw the attention away from the task. Furthermore,it shouldn’t be too childish, despite the fact that the softwarecovers basic mathematics.The tasks should have various kinds of representation, such as readoutinstructions and visualizations. It is also theorized that by designingthe interface to have non-selectable elements, the user doesn’t needworry about clicking on buttons that affects the interface. Thus, thefocus can be on solving the task. The user should be encourage to solvetasks by getting feedback when a task is solved. This feedback shouldonly be given once per task, and should be customizable and optional.
Den här studien syftar till att svara på frågan hur fysiska och kognitivaförutsättningar ska beaktas när ett ögonstyrt matematikhjälpmedel förbarn och ungdomar med cerebral pares designas. En användarcentreraddesignprocess vid tre habiliteringscenter genomfördes. Detta resulteradei en high-fi prototyp för matematiska uppställningar, i vilken aspekterfrån studiens resultat var integrerade.Dessa resultat innefattade ett behov att kunna ändra färger, formeroch storlek på grafiska element i gränssnittet. Detta eftersom mångaav användarna har cerebrala synnedsättningar (cvi) och är exempelviskänsliga för vissa kontraster. Gränssnittet ska även ha en enkel och rendesign, eftersom för tilltalande element kan leda till att de riktar sinuppmärksamhet på dessa, istället för att intressera sig för uppgiften.Programmet ska också stödja olika typer av representationer avuppgiften, så som visualiseringar och uppläsning. Detta förenklar processenatt förstå vad som förväntas utföras. Det argumenteras också förfördelarna med ett gränssnitt där stora delar av vyn inte är klickbar. Ioch med detta så kan användaren vila blicken och få en uppfattning omvar denne befinner sig, utan att behöva oroa sig för att råka klicka påen knapp och därigenom göra förändringar i gränssnittet.Användaren ska uppmuntras till att lösa uppgiften genom att fåfeedback. Denna återkoppling ska bara ske en gång per uppgift och varaanpassningsbar och valbar.
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34

Morozkin, Pavel. "Design and implementation of image processing and compression algorithms for a miniature embedded eye tracking system." Electronic Thesis or Diss., Sorbonne université, 2018. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2018SORUS435.pdf.

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Les interactions Homme-machines (IHM) deviennent progressivement une partie intégrante de notre futur. Parmi eux, les systèmes embarqués d’oculométrie permettent à l'utilisateur d’interagir avec les objets placés dans un environnement connu, par l'utilisation les mouvements naturels des yeux. La solution mobile d’oculométrie EyeDee™ (développée par SuriCog) est un exemple précis de produit basé sur l’IHM. Elle inclut un système portable filaire ou sans fil Weetsy™ composé d’une monture Weetsy™ et d’une carte électronique Weetsy™, d’un capteur intelligent à distance π-Box™ et d’une unité de traitement basé sur un PC exécutant le logiciel SuriDev (analyse des mouvements des yeux, détection de la position de la tête et estimation du regard) qui délivre les résultats en temps réel à une application du client via SuriSDK™ (Software Development Kit, Kit de Développement Logiciel). En raison du caractère portable du système d’oculométrie développé il faut se conformer à certaines contraintes. Les plus importantes sont : une faible consommation d'énergie, un faible dégagement de chaleur, un faible rayonnement électromagnétique, un nombre limité d’instructions par seconde (MIPS – Million Instructions Per Second), ainsi qu’un support de transmission sans fil de données de l’œil. Par rapport à l'état-de-l'art des systèmes de compression d'images employés généralement, il est possible de construire de toutes nouvelles méthodes, approches et algorithmes de traitement d’images et de compression spécialisées à l’application de l’analyse des mouvements des yeux. Développement et implémentation de ces méthodes, approches et algorithmes sont les objectifs de la thèse
Human-Machine Interaction (HMI) progressively becomes a part of coming future. Being an example of HMI, embedded eye tracking systems allow user to interact with objects placed in a known environment by using natural eye movements. The EyeDee™ portable eye tracking solution (developed by SuriCog) is an example of an HMI-based product, which includes Weetsy™ portable wire/wireless system (including Weetsy™ frame and Weetsy™ board), π-Box™ remote smart sensor and PC-based processing unit running SuriDev eye/head tracking and gaze estimation software, delivering its result in real time to a client’s application through SuriSDK (Software Development Kit). Due to wearable form factor developed eye-tracking system must conform to certain constraints, where the most important are low power consumption, low heat generation low electromagnetic radiation, low MIPS (Million Instructions per Second), as well as support wireless eye data transmission and be space efficient in general. Eye image acquisition, finding of the eye pupil ROI (Region Of Interest), compression of ROI and its wireless transmission in compressed form over a medium are very beginning steps of the entire eye tracking algorithm targeted on finding coordinates of human eye pupil. Therefore, it is necessary to reach the highest performance possible at each step in the entire chain. In contrast with state-of-the-art general-purpose image compression systems, it is possible to construct an entire new eye tracking application-specific image processing and compression methods, approaches and algorithms, design and implementation of which are the goal of this thesis
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35

Huang, Chen-Hsun, and 黃晨熏. "Eye Motion Interpretation and Novel Design of an Artificial Eye." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/98593283518597118013.

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碩士
國立臺灣大學
機械工程學研究所
99
Research in eyeball tracking technique has been developed for decades, and has been commercialized. Besides being continuously used in scientific experiments, such as discussing the reaction of human vision toward to different colors or shapes, or analysis one’s psychology state. Some of its applications include: alternative input devices in human-machine interface or recording of the vision of eyes. However, most of the eye-tracking devices have the same defects: complicated calibration procedures and the accuracy are easily affected by head motion. Therefore, it hasn’t been widely used up to now. In this thesis, author have designed and developed a pupil tracking system which can track with high speed and acquire the location and motion of pupil. This system has twice calculate speed then the previous generation, and much more accurate. Two kinds of artificial eye have been developed driven by servo motor and shape memory alloy. The one driven by servo motor can be control precisely, and the other one with shape memory alloy designed according to human extra-ouclar muscle can operate under low voltage and current quietly. In thesis, we construct a system for evaluating the pupil tracking system with optical system objective.
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36

Chang, Hui-Yin, and 張惠茵. "Algorithm Design of Eye Status Detection for Close Eye Alert Systems." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/27226090604110195496.

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Анотація:
碩士
國立中興大學
電機工程學系所
102
In this thesis, we discuss several methods of eye status detection for close eye alert systems. The proposed close eye alert system based on tracking eye states was implemented. If the system detects the close eye state, it will show a warning message to alert. The proposed system contains two parts: the eye tracking and the eye state detection. Firstly, we pre-process original facial images for future easier processing due to some noises in images. We use several methods to do the pre-process, which are described as follows: 1. Convert the color space to the YCbCr format, 2. Use the mean filter to smooth the images, 3. The Sobel filter is used to get the edges of images, 4.Use “Self Quotient Image” algorithm to remove influences of different light conditions, and then we use different sizes of templates to detect the possible candidate area of eyes. Next, we propose four methods to detect the eye states, which are described as follows: 1. Use the skin color base on the threshold of the Cr color, 2. Use the skin color base on the normalized RGB pixels, 3. Use the search window to find out the minimum gray-level value, 4. Use the cross filter to find out the minimum gray-level value. Thus, we can get the close eye states by comparing the color variations of the first image with that of the present image. In our experiments, we use a personal computer with 2.66GHz Quad-core CPUs for simulations. There are up to 15 video clips in the video database for four different individuals, which includes: the clips for frontal view without glasses, the clips with frontal view and wearing thin rim glasses, the clips for frontal view and black frame glasses, and the clips with upward view without glasses. The experimental results show that our methods can detect the eye states in various situations, such as wearing glasses. Under the premise that eyes are open at the first frame, compared with the other methods, the proposed method by using the search window has better detection accuracy for the eye state detection on non-glasses situations, and the proposed method by using the cross filter has better detection accuracy for the eye state detection on glasses situations.
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37

Huang, Bo-san, and 黃伯聖. "Micromachined electrodes design for artificial eye." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/67357725048738686769.

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Анотація:
碩士
國立陽明大學
醫學工程研究所
95
The patients with Age-related Macular Degeneration or Retinitis Pigmentosa will degenerate the photoreceptors and reduce visual acuity. Using the electrode to stimulate the patients’ retina that induce perception included intensity、size、location、pattern and motion. The purpose of this study is to design and manufacture the electrodes. In order to not injury retina,the electrode will be designed needing flexibility and bio- compatible . In the electrode manufacture use Micro-Electro-Mechanical Systems (MEMS) finishing. The surface micro-machined will combine the manufacturing process materials and electrode materials, surface shape, structure is imitated a manufacturing process by the software. Designing and manufactures the electrode. Obtains four kind of different forms Electrodes, in addition by the precision measurement confirmation Electrode size, also by the electrochemistry test way. Carries out the test to the electrode, obtains the electrode the operation region. Finally obtains 0.8V is the electrode in the PBS and BSS fluid safe operation region.
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38

Chen, Shih-Hao, and 陳世豪. "Robotic Eye Structure analysis and Design." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/hcj974.

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Анотація:
碩士
國立虎尾科技大學
機械與機電工程研究所
96
This research designs the new structure of ultrasonic piezoelectric ceramic actuator to develop a robotic eye. Three main components of the robotic eye are an eyeball holding video CCD, four piezoelectric ceramics driving the robotic eyeball to rotate on two axes and a polygonal seat including four magnets to preload the piezoelectric ceramic. The structural concept of robotic eye is developed to drive and sustain the eyeball with the piezoelectric actuators and to create a contact-less force loading on the actuator with the magnet, besides, to overcome the mechanical constraint of one axis corresponding to one degree of freedom, and to shrink the proportion of the realization. The structural design is based on the force equilibrium to calculate the preload on a actuator in a cross configuration due to the direct magnetic force and the force resulting from the eccentric moment of the weight of robotic eyeball in the robotic eyeball rotating. The analyzed result shows that the four piezoelectric cubes and the four magnets are set the positions at sixty degrees and thirty degrees respectively, and 13.4 N of the magnetic forces at 4 mm of the air gap should make the preload of each piezoelectric cube preserve 8~9 N. Finally, the project sets up the prototype and the structural design technologies of the robotic eye.
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39

Tsai, Chen-Shuo, and 蔡鎮碩. "Design of Fish Eye Lens for Vehicle Camera." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/sqqvea.

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Анотація:
碩士
國立交通大學
工學院精密與自動化工程學程
105
Fisheye lens are the ultra wide-angle lens with the view angle larger than 180 degrees. By applying non-similar imaging principle, fisheye lens could introduce negative distortion to have ultra wide view angle imaging onto a limited image plane. To design proper fisheye lens with 0.3M pixel sensor for the vehicle camera, the current study utilizes reverse telephoto lens as the foundation, combining with optical design software to deal with the aberration comes with the negative distortion. After structural analysis and aberration convergence simulation, the proposed lens were composed by a four-piece compound material lens, including one piece of glass and triplet aspheric plastic lens. The total length of the proposed lens is 11.9mm, which is significantly reduced from the current five-piece lens with 16.5mm in length. In addition, the lesser relative distortion could be achieved by adopting the ultra-short focus design concept. The 0.8mm effective focal length makes a relative distortion of only -50% at 150 degree view angle, while the current lens with effective focal length of 1.34mm would cause a relative distortion of -70%. When the proposed fisheye lens are functioned with 1/4" CMOS image sensor, the 192 degree of horizontal field view angle could be achieved to ensure the coverage of panorama images. The Modulation Transfer Function at the maximum field reaches 0.347 when the cutoff frequency of system is 90lp/mm, which ensures the image quality at the edges of the panorama image.
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40

Zhao, Bo-Jun, and 趙博鈞. "Chip design for retinal stimulation of artificial eye." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/73832570426253870320.

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Анотація:
碩士
國立陽明大學
醫學工程研究所
96
Objective:Age-related macular degeneration (AMD) and retinitis pigmentosa (RP) are two of the leading causes of blindness due to the degeneration of retinal photoreceptors. Artificial eye is one of the ways which may restore sight for the people who are blind caused these diseases. Studies showed that proper visual signals may be restored by effectively stimulating bipolar or ganglion cells through implanted electrodes in retina. Method:There are two major approaches of retinal stimulation in the visual prosthesis: sub-retinal and epi-retinal configurations. Each of them has its advantages and bottlenecks in performance. That leads us to bring out a new idea which may overcome the defects that have been existed in these two types of prosthesis and improve the overall performance: the sandwich-type approach. According to the structural algorithm, the sandwich-type should provide higher image resolution and lower power consumption than the two previous configurations. This research is focused on the parameters setting associated with the stimuli of current amplitude and duration for what we need in the sandwich-type approach. Thus to achieve this purpose the type of the retinal chip should equip with photo-sensitive device on it. This main structure of the retinal chip can be divided into several parts which contain photodiode, signal processing circuits and electrodes. The mechanism of this testing chip is that using photodiode as light sensor which transfers light intensity to current amplitude so that it can reflect the gray level of an image. Incorporated with the followed control circuit in the chip, which the stimulus parameters are preset, the light intensity in the form of current amplitude is delivered to the designed particular electrode of the electrode-array. Then the bipolar or ganglion cells in retina can be properly stimulated for the purpose of vision restoration. Result:Two generations of retinal chips had been designed with single and double power supply individually in this study. Linearity test of current output showed with pretty good results for the two chips. The maximum output current for the first chip is 496�嫀 with LSB of 16�嫀, and 88�嫀 with LSB of 2.8�嫀 for the second one. Conclusion:In this study the designated chip was using the process of TSMC 0.35�慆 Mixed-Signal 2P4M CMOS to implement the functions which the parameters of the output biphasic currents containing amplitude, pulse width, duration, period, frequency of stimulation in a period and selection of the electrode can be programmable. In the future, if the photodiode can be replaced by a form of high density array, the system design of this kind of chip might become more complex, but it should be more fulfilled with the physiological function in the reality of biology. Keywords:artificial eye、retina chip、micro-stimulator
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41

Wu, Shing-Yeh, and 武星曄. "Effects of Layout Design of Advertisement on Eye Movements." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/xw48s8.

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Анотація:
碩士
銘傳大學
設計管理研究所碩士班
96
Advertising designer how to use layout design to communicate with consumer became the important issue. For this reason this study investigated the eye movement to research effects of layout design of advertisement on Eye Movements. Include 2 experiments. Exp1 investigated the effects of advertisement layout on eye movements and comprehension. A layout has four quadrants. There were four contents in an advertisement: figure, title, text, and message. There were six kinds of combination for presenting title, text and message in different quadrants when the picture was presented in a given quadrant. Advertising character display had two levels : vertical type, horizontal type. A total of thirty two graduated college students participated in the experiment. Results showed that the effects of presentation order (in different quadrants) for title, text and message significantly affected subject’s average fixation duration, mean pupil size and accurate rate, average saccade amplitude, fixation account, saccade account and advertising picture also significantly affected subject’s average fixation duration and mean pupil size. And Text display significantly affected subject’s average fixation duration, average saccade amplitude, accurate rate, blink account, saccade account. Exp2 investigated the effects of picture of advertisement, character size, and line spacing on eye movements. the figures size had three levels:56 cm2, 84 cm2, 112cm2. The character size had three levels:12pt, 14pt, 16pt. The line spacing had three levels:18pt, 21pt, 24pt. Three independent variables are within-subject factors. Analyses showed character size significantly affected subject’s fixation count, average fixation duration, saccade count, and average saccade amplitude, mean pupil size. Line spacing significantly affected subject’s average fixation duration and average saccade amplitude. Picture size significantly affected subject’s mean pupil size. Moreover, two interactive two-way effects were found: size of picture advertising × line spacing and size of picture advertising × character size. The present findings could be used as a practical reference in the design of advertisement.
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42

Chang, Yu-Wei, and 張育維. "A design of the retina chip for artificial eye." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/51490340203578967694.

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Анотація:
碩士
國立陽明大學
生醫光電工程研究所
92
Eyes, known as the window of the soul, are the important medium for getting information from the world. Life becomes extremely inconvenient if one loses his/her eyesight. Fortunately, researchers found that some eye diseases could be cured in the foreseeable future, particularly for the blindness which was caused by the damaged photoreceptors. Hence, by implanting the microelectrodes into the retina and effectively stimulating the bipolar or ganglion cells of the eyes, the sight could be restored. Up to now, there are two main ways of the visual prosthesis: sub-retinal, and epi-retinal approaches. Each of them, however, has its merits and demerits, thus it is difficult to tell which one is better. In order to improve the overall performance, we have brought up a new idea—the sandwich-type approach, which is surpassing for its high resolution and low power consumption. We hereby name the implantable visual prosthesis “retina chip,” and the whole system “artificial eye.” An artificial eye contains imaging sensor, wireless transmitter, retinal chip, and microelectrodes. The retinal chip, as the theme of this thesis, is made up of two parts. Stimulus waveform controller is the first part, which is implemented by CPLD(Complex Programmable Logic Devices), whose code is composed of amplitude controller, timing parameter, biphasic logic, and scanning controller. Biphasic current stimulator, the second part, is implemented by ASIC(Application-Specific Integrated Circuit), whose circuit is composed of digital to analog converter, cascoded current mirror, demultiplexer, and biphasic controller. The considerations of this design are safety, effectiveness, economy, and practicability. The experimental results have met the desired specifications. With 1 KΩ retinal load, the retina chip can generate the programmed stimulus waveform, operating at the frequency up to 5 MHz with good linearity. The differential nonlinearity is less than 0.6 LSB and the integral nonlinearity is less than 2.1 LSB. The maximum output of the biphasic current is 620 uA with 20 uA step. It can also sequentially stimulate 16 channels to make up frames. Compared to the other related reports, we find that the sandwich-type approach has better resolution and lower power consumption, thus the overall performance can be improved.
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43

Hwang, Chih-hung, and 黃志鴻. "The Design of an Eye-on-Hand Robotic System." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/27694703353739912042.

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Анотація:
碩士
國立中正大學
機電光工程研究所
91
The objective of this thesis is to the integrate of CCD cameras and a robotic arms as a visual servoing system ,using for the grab for a object. The visual servoing system is mainly based on the position-based control and the image-based control. The architecture of this system is based on the concept of position-based control. In order to accomplish the framework of the system, it is divided into four parts: a vision system, the control of the robotic arm, the search for objects, and the grab systems for objects . The vision system is used to detect the edge of objects and find their locations through the method of Robert edge detection after collecting the information of colors. The control system of the robotic arm aims at calculating the angles of each axis after replacing the control panel with PC. Path planning and PD controller are introduced to obtain a better movement. The search of objects is adopted to solve the problem of the range of vision. The grab for objects is used to solve the problem of inconsistency on timing between the movement of robotic arms and robot vision process.
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44

Lin, Shing-Yen, and 林杏妍. "Visual Universal Design on the Package of Eye Drops." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/36788375265962802944.

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Анотація:
碩士
大同大學
工業設計學系(所)
103
Self-care is the behavior in which people administer medication and care for themselves in order to maintain their health. Self-care behavior has become increasingly common. The use of over-the-counter medications is derived from the concept of self-care. Because such medications may be accessible to and taken by family members of various age groups, medication packaging is a crucial factor influencing drug use intentions. The purpose of this study is to focus on evaluating current eye drops packaging design and to improve design in order to meet Visual Universal Design (VUD) principles. This study was conducted in four stages. In the first stage, the packaging design of eye drops currently sold on the market was analyzed. In addition, an eye-drop purchaser thinking and behavior survey was conducted to determine their medication needs and habits, and collect the potential concerns they have with eye-drop packaging. In the second stage, according to the collected concerns and 10 visual universal design criteria, specific evaluation indicators were established for examining eye-drop packaging. In the third stage, three design improvement schemes were implemented according to the deficiencies and design specifications of eye-drop packaging summarized in the second stage. In the fourth stage, the three schemes were evaluated and verified according to the visual universal design criteria. The following concludes packaging redesign project: (1) Having concrete improvement plans by following VUD principles; (2) Improve color and pictures on current packaging; (3) By having professional and user friendly eye-drop packaging design, it is not only benefit elderly, but also younger population.
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45

Chen, I.-Kuang Allen. "Peek-a-boo(m) : architecture & the adaptive eye." Thesis, 2014. http://hdl.handle.net/10539/15608.

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Анотація:
Submitted in fulfilment of the requirements for the degree of Master of Architecture Professional, MArch(Prof), to the Faculty of Engineering and the Built Environment.
Sophisticated in creation, Comic/Japanese Manga & Animation are a drastic representations of a real or hypothetical worlds. Comic and animation is a representation of cultural legacy that informs, excites and entertains the viewer in every tangible form of its existence, while filling minds with giant robots, space ships or masked super heroes. This dissertation serves as an architectural response to comic and animation creation. Through the exploration of the notion of the adaptive eye and its influence on the design process, the thesis seeks to create a dialogue between social legacy and comic & animation creation through the design of a production house. This thesis proposes a space that represents beauty, vision and excitement, but above all else one that realizes the possibilities of comic and animation as a means of social commentary. The building aims to symbolize the essence of comic and animation through its design and location, thereby echoing the vibrancy of Newtown. The production house is an attempt at social, cultural and environmentally responsible, generative architecture that induces thinking and energy within the world of comics and animation.
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46

TSAI, YU-KAI, and 蔡聿凱. "The Design and Analysis of an Anthro-po-morphicOptomechanical Eye." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/04153663908803889957.

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Анотація:
碩士
逢甲大學
電機工程學系
105
Build a low cost optomechanicaleye,and used to replace Navarro eye model,Research based on the evaluation of myopic diopter and infinity distance to clear vision. The study is divided into two phases as follows: 1. Define the optical evaluation criteria for the human eye This study reference Navarro eye, optical and mechanical model of the human eye for design,Simulation infinity distance to clear vision distance of MTF value,Distortion,Correction of myopia in 100 ~ 500 degrees. 2. Simulation of simplified glasses group for 100~1000 degree myopia The use of two lenses meets the optical characteristics of the human eye, If the module can be replaced by a mirror group, theimaging of each myopia can be observed,due to the two lenses are limited in their ability to optimize,So,in the two lens, add compensating lens is used to replace the anterios chamber.
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47

吳宗隆. "The Design of Progressive-Addition Lens for an Abnormal Eye." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/09711021490455353483.

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48

Yao, Kai-Wen, and 姚凱文. "Evaluation and Design of the Wireless Transmitter in Artificial Eye." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/04293445392557511241.

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Анотація:
碩士
國立陽明大學
醫學工程研究所
94
People see the scenery over the world through their eyes, however, many eye diseases would congenitally or gradually affect the vision. Today RP and AMD are two of the most common diseases for retina. Artificial eye is a way to restore some sight for the blind people in whom the photoreceptors have already degenerated. Wireless transmitter is the most important part which can decide the stability in the whole system. Kinds of ways to transmit image signals from external unit in artificial eye are the wire type and the wireless type. Traditional transmission systems connected by wires are easier to design and have higher stability, but they have danger of infection. Contrary, the wireless way will not be infected but cause some problems in systematic complexity, complexity and correctness of channel coding, limitation of frequency band and systematic power, and bioheat effect from long-term receiving electromagnetic wave. In this study we used a class-E power amplifier and coil to transmit energy and data. Then we designed received circuits and fabricated the phantom of an eye based on parameters of the retinal chip. The temperature change was measured in the phantom and evaluated for the conditions of energy attenuation and temperature variation in different distances. And finally, we got a new design consideration for future studies.
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49

Cheng, Yu-Ching, and 鄭棫璟. "Design for Light Field Near-Eye Display with Freeform Lens." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/ds8x8r.

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Анотація:
碩士
國立交通大學
光電工程研究所
105
In this high tech generation, virtual spaces for commercial and personal usage are now gradually affecting our daily lives through the connection with internet platform, like shopping, cloud, video conference, online games, and so on. Nowadays, there are more and more research and products that trying to build the bridge between real life and virtual space. Therefore, the idea of virtual reality and augmented reality is the outcome of connecting real world and virtual concepts. So far, whether immersing in the virtual world or moving the virtual image to the real word, head-mounted display has being continuously innovated. The next generation of head-mounted display should be light, equipped with wide viewing angle, high resolution, instant 3D image, and more comfortable user experience. In fact, these are the issues head mounted displays now encounter. Therefore, in this thesis, we proposed a new type of near eye display which apply light filed technology to achieve the features of light and simple structure and comfortable for wearing. We used Sony 0.7” OLED as the display in our research and designed the parameters for the system as well as discussed about how the different parameters would affect the imaging quality. We first proposed a thick lens ray tracing algorithm to correct the ray-tracing error of elemental image in traditional pinhole ray-tracing algorithm so as to enhance imaging quality and available to be applied in real situation. In the meantime, a freeform micro-lens array was designed to solve the blurry image issue at large field of view. We then did the analysis on imaging quality and field of view, etc. The results show that compared with the conventional system using spherical micro-lens array, the effective field of view in our system is 4.5 times larger under the premise that the highest theoretical resolution is not reduced. We successfully designed a lighter head mounted display compared with the conventional one and improved the blurry image issue in large field of view in conventional light field display. We also did the tolerance analysis to evaluate the probability of production. In the future, we wish to apply light field head mounted display to more areas such as education, medical training, entertainment, commercial and etc.
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50

Peng, Hsuan-Rui, and 彭璿睿. "Design and Implementation of Near-eye Dot-matrix Display System." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/sjkupe.

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Анотація:
碩士
國立虎尾科技大學
光電工程系光電與材料科技碩士班
105
Optical design and experimentation with optical simulation software has become an important step in the industrial production of optical components.It can reduce manpower calculation time, error rate,know the merits of the system before and reduce the waste generated by the error. With the software growing stronger, precision and accuracy also increased significantly. VR(Virtual Reality) and Ar(Augmented- Reality) is the most popular things in nowadays.Both of them are supported by near-eye imaging techniques. In this paper,I use the optical software witch called Tracepro to design near-eye matrix display.I use lattice of light source point in this experiment, fold the optical path by reflector. Between the waveguide and the light source,use lens to adjustment. The waveguide set to 3mm.Let light is total reflected in waveguide.And use microstructure to break total reflection. In the experiment, the imaging defects and the size of the field of view (FOV) to make adjustments. To keep the quality of imaging as a prerequisite, to increase the near-eye imaging size as the main purpose of the research purposes. In the physical experiments, the plastic material (photosensitive resin) produced by 3D printing, but also greatly reduce the cost of the factors.
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