Airline passengers now expect 'movies on demand', games, telephone and other multimedia services to be provided at their seats, through all classes of service. The cabling and wired infrastructure to provide s...
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ISBN:
(纸本)9781424418756
Airline passengers now expect 'movies on demand', games, telephone and other multimedia services to be provided at their seats, through all classes of service. The cabling and wired infrastructure to provide several hundred such connections is complex, heavy and makes reconfiguring the airliner seating patterns a time-consuming process. Wireless datatransmission to seat-back terminals may therefore be advantageous and optical wireless may be an attractive means to achieve this. In this paper we report measurements and simulations of the optical wireless channel inside a mock-up of a commercial airliner cabin. These indicate that careful control of illumination and receiver field of view can create channels with the bandwidths likely to be required.
This article is going to describe our effort to build a Virtual Reality Center using several technologies such as 3d world model development, 3d sound generation, mutli-projector cylindrical display and3d image proce...
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This article is going to describe our effort to build a Virtual Reality Center using several technologies such as 3d world model development, 3d sound generation, mutli-projector cylindrical display and3d image processing. The virtual reality center uses four data projector to project a large seamless picture to a hemi-cylindrical display from the back of screen. We use dolby digital Surround EX sound system with a 7.1 channel speaker. A software engine does any necessary transformation like intensity and edge blending and image warping to prepare input data for each projector. A stereo camera used to track the viewer who determines the directions with an Infra Red pointer. The camera produces a feedback for server to update the 3d world model. This virtual reality center can be used in different areas like as scientific visualization, industrial design, entertainment applications and training simulators.
In this paper, an approach is presented for terrain visualization on the Internet, in which the NURBS method is used for surface fitting conforming to the X3d standard. On the basis of centripetal and cross-sectional ...
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In this paper, an approach is presented for terrain visualization on the Internet, in which the NURBS method is used for surface fitting conforming to the X3d standard. On the basis of centripetal and cross-sectional models, the dEM can be transformed to an X3d model for Internet transmission. The approach is able to compress data but increase display resolution which can be viewed as the fundamental step of Web3d modeling andtransmission.
In this paper, the three-dimensional (3d) models of body structures from computed tomography (CT) image are reconstructed in SolidWorks by using planar contour method and medical rapid prototyping (MRP) models are per...
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In this paper, the three-dimensional (3d) models of body structures from computed tomography (CT) image are reconstructed in SolidWorks by using planar contour method and medical rapid prototyping (MRP) models are performed. This paper reports how to transfer CT image into digital binary matrixes; then, to capture section contour points from medical image per slice, to create B-spline curve with the control points in each layer, to produce 3d solid model construction in SoildWorks environment; finally, to build medical rapid prototyping models by Z corporation printer. This effort is the first to develop image processing3dvisualization in SolidWorks. MRP data from 3d models are created simultaneously. The system performance is tested using truth CT image, and MRP example models of teeth and knee joint were manufactured. The results reveal that the accuracy of 3d reconstruction is acceptable.
Although compression of 3d content has been a widely studied topic, adaptive streaming of large virtual scenes is progressively becoming the standard way to share collaborative environments, due to the growing complex...
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Although compression of 3d content has been a widely studied topic, adaptive streaming of large virtual scenes is progressively becoming the standard way to share collaborative environments, due to the growing complexity of the shareddata. The classical 'download and play' paradigm associated to standalone compression is leaving place to interactive refinements of regions-of-interest, provided given polygon budget and network capability. With the increasing number of applications and potential clients sharing reusable data, the traditional client / server architecture is likely to be over passed by less server-centered protocols, in order to distribute the complex tasks of identifying the selecteddata to be streamed. In this paper, we present the design and performances of a platform exploiting peer-to-peer transmission and show how the whole setting can be implemented using the MPEG-4 AFX standards.
Internet's rapid growth promoted the evolutoin of network based applications. Since a particular network application has its special requirements for network topology, many different protocols have been introduced...
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Internet's rapid growth promoted the evolutoin of network based applications. Since a particular network application has its special requirements for network topology, many different protocols have been introduced over the last couple of years. Most of these protocols overlap and are redundant in function, which results in bad overall performance of the application and the network. This paper presents an IPv6 QoS-based simple streaming transport protocol (SSTP), which enables the next generation networks to perform better and takes into account the feature of multimedia stream transmission. The protocol has been implemented anddeployed in various multimedia based implementations. This paper will not only introduce the background anddesign thinking behind SSTP, but also describe the SSTP in detail. At last, the paper compares the performance of SSTP and RTP/RTCP, and gives the considerations about improvement of SSTP.
While providing a variety of intriguing application opportunities, a vision sensor network poses three key challenges. High computation capacity is required for early vision functions to enable real-time performance. ...
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ISBN:
(纸本)9780769531571
While providing a variety of intriguing application opportunities, a vision sensor network poses three key challenges. High computation capacity is required for early vision functions to enable real-time performance. Wireless links limit image transmission in the network due to both bandwidth and energy concerns. Last but not least, there is a lack of established vision-based fusion mechanisms when a network of cameras is available. In this paper a distributed vision processing implementation of human pose interpretation on a wireless smart camera network is presented. The motivation for employing distributedprocessing is to both achieve real-time vision and provide scalability for developing more complex vision algorithms. The distributedprocessing operation includes two levels. One is that each smart camera processes its local vision data, achieving spatial parallelism. The other is that different functionalities of the whole line of vision processing are assigned to early vision and object-level processors, achieving functional parallelism based on the processor capabilities. Aiming for low power consumption and high image processing performance, the wireless smart camera is based on an SIMd (single-instruction multiple-data) video analysis processor, an 8051 micro-controller as the local host, and wireless communication through the IEEE 802.15.4 standard. The vision algorithm implements 3d human pose reconstruction. From the live image data from the sensor the smart camera acquires critical joints of the subject in the scene through local processing. The results obtained by multiple smart cameras are then transmitted through the wireless channel to a central PC where the 3d pose is recovered anddemonstrated in a virtual reality gaming application. The system operates in real time with a 30 frames/sec rate.
As haptics becomes an integral component of scientific datavisualization systems, there is a growing need to study "haptic glyphs" (building blocks for displaying information through the sense of touch) and...
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As haptics becomes an integral component of scientific datavisualization systems, there is a growing need to study "haptic glyphs" (building blocks for displaying information through the sense of touch) and quantify their information transmission capability. The present study investigated the channel capacity for transmitting information through stiffness or force magnitude. Specifically, we measured the number of stiffness or force- magnitude levels that can be reliably identified in an absolute identification paradigm. The range of stiffness and force magnitude used in the present study, 0.2-3.0 N/mm and 0.1-5.0 N, respectively, was typical of the parameter values encountered in most virtual reality or datavisualization applications. Ten individuals participated in a stiffness identification experiment, each completing 250 trials. Subsequently, four of these individuals and six additional participants completed 250 trials in a force-magnitude identification experiment. A custom-designed3degrees-of-freedom force-feedback device, the ministick, was used for stimulus delivery. The results showed an average information transfer of 1.46 bits for stiffness identification, or equivalently, 2.8 correctly-identifiable stiffness levels. The average information transfer for force magnitude was 1.54 bits, or equivalently, 2.9 correctly-identifiable force magnitudes. Therefore, on average, the participants could only reliably identify 2-3 stiffness levels in the range of 0.2-3.0 N/mm, and 2-3 force- magnitude levels in the range of 0.1-5.0 N. Individual performance varied from 1 to 4 correctly-identifiable stiffness levels and 2 to 4 correctly-identifiable force-magnitude levels. Our results are consistent with reported information transfers for haptic stimuli. Based on the present study, it is recommended that 2 stiffness or force-magnitude levels (i.e., high and low) be used with haptic glyphs in a datavisualization system, with an additional third level (medium) for mo
Constructing a realistic systems biology of the mammalian cell will require us to describe molecular and cellular "parts", and to model and simulate their relationships in space and time. To date, most model...
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Constructing a realistic systems biology of the mammalian cell will require us to describe molecular and cellular "parts", and to model and simulate their relationships in space and time. To date, most modelling and simulation has focused on temporally dynamic processes including pathways of gene regulation, metabolism and cellular signalling. A goal of the Visible Celltrade project is to integrate spatial as well as temporal models within a common data, computational and visualisation environment to support hypothesis-generation and hypothesis-testing by biologists and modellers. A unique feature of this project is our use of actual 3-d cellular structure data, reconstructed from medium-resolution confocal video microscopy and high-resolution electron tomography, to generate the matrix for our visualisation environment. Molecular sequence and protein structure data are obtained from distributeddatabases via web services. The Visible Celltrade has been designed as an e-research project and implements computational anddata grid standards and technologies.
A new real-time 3d sensor is presented that is capable of delivering 25 high-resolution depth maps per second with a representative measurement error of 0.2 mm. The sensor is well suited for real-world application as ...
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ISBN:
(纸本)9780769528250
A new real-time 3d sensor is presented that is capable of delivering 25 high-resolution depth maps per second with a representative measurement error of 0.2 mm. The sensor is well suited for real-world application as it imposes no major scene constraints, i.e. it copes well with colored objects, moving scenes and background illumination. The acquisition technique, which is a form of structured light with a single projection pattern, is introduced, where the focus is on two aspects: Firstly, a new type of projection pattern that employs local color edge patterns for encoding so that it is possible to decode them even under noisy real. world conditions. Secondly, an algorithm that exploits the pattern properties to recognize the projected color edge patterns reliably. It then describes a 3d sensor based on this technique and presents experimental results obtained with it. It furthermore discusses an exemplary commercial application of the 3d sensor to the task of wheel alignment.
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