The use of an anthropomorphic, retinalike visual sensor for navigation tasks is investigated. The main advantage, besides the topological scaling and rotation invariance, stems from the considerable data reduction obt...
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The use of an anthropomorphic, retinalike visual sensor for navigation tasks is investigated. The main advantage, besides the topological scaling and rotation invariance, stems from the considerable data reduction obtained with nonuniform sampling, in conjunction with high resolution in the part of the field of view corresponding to the focus of attention. Active movements are also considered to be a beneficial feature, solving the depth-from-motion problem and maintaining a 3-D representation of the viewed scene. For short range navigation, a tracking egomotion strategy is adopted which greatly simplifies the motion equations and complements the characteristics of the retinal sensor. An algorithm for the computation of depth from motion is developed for image sequences acquired with the retinal sensor, and an error analysis is carried out to determine the uncertainty of range measurements. An experiment is presented in which depth maps are computed from a sequence of images sampled with the retinalike sensor, building a volumetric representation of the scene.< >
The Command Support At-Sea Experiment (CS@SE) provides experimental advanced graphics display systems consisting of large screen color displays and operator console color displays in the combat information center (CIC...
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The Command Support At-Sea Experiment (CS@SE) provides experimental advanced graphics display systems consisting of large screen color displays and operator console color displays in the combat information center (CIC) of an Aegis cruiser and in the tactical flag command center (TFCC) of an aircraft carrier. CS@SE systems are designed to prototype potential command support capabilities in an at-sea environment to validate and refine requirements for planned production system upgrades. These systems use sophisticated color graphics techniques to provide real-time tactical displays that improve the availability of information to an operator by reducing clutter through the use of color, area fill, transparen overlays and intensity coding of track symbols. Interfaces wen developed with the Aegis Display System (ADS), Shipboarc Gridlock System with Auto-correlation (SGS/AC), Flag Dats Display System (FDDS) and Tomahawk Engagement Planning and Exercise Evaluation System (TEPEE) that provided the data for the presentation of a tactical display. Display elements included both real-time and over-the-horizon (OTH) surface track data, velocity leaders, tags, uncertainty ellipses, and history trails. The display also included filled land masses, country boundaries, commercial airways, cities, graphics overlays (i.e., operational areas), weapon system missile performance contours, and engagement plans. This paper describes the experiment, its installation and integration into the shipboard environments of an Aegis cruiser (USS Leyte Gulf ) and an aircraft carrier (USS America , its usage by the ships companies and embarked staffs, and the experiment result! and findings. Key conclusions of the experiment are: 1 Advanced graphics color displays can significantly enhance the ability of the warfighter to assimilate a complex tactical display. 2 Both ships reported a requirement for a correlated OTH and real-time track display with the ability to clearly differentiate the two types
The extraction of reliable range data from images is investigated, considering, as a possible solution, the integration of different sensor modalities. Two different algorithms are used to obtain independent estimates...
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The extraction of reliable range data from images is investigated, considering, as a possible solution, the integration of different sensor modalities. Two different algorithms are used to obtain independent estimates of depth from a sequence of stereo images. The results are integrated on the basis of the uncertainty of each measure. The stereo algorithm uses a coarse-to-fine control strategy to compute disparity. An algorithm for depth-from-motion is used, exploiting the constraint imposed by active motion of the cameras. To obtain a 3D description of the objects, the motion of the cameras is purposefully controlled, in such a manner as to move around the objects in view while the gaze is directed toward a fixed point in space. This egomotion strategy, which is similar to that adopted by the human visuomotor system, allows a better exploration of partially occluded objects and simplifies the motion equations. When tested on real scenes, the algorithm demonstrated a low sensitivity to image noise, mainly due to the integration of independent measures. An experiment performed on a real scene containing several objects is presented.
In this paper an uncertainty analisys is performed of a system for the estimation of visual motion and depth from known egomotion. The motion strategy of the observer is constrained such as to track the point in space...
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Software maintenance activities consume the majority of software life cycle costs in organizations which support a software product over an extended interval of time. These maintenance activities include error correct...
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One of the major motivations for the implementation of computer vision is the need to develop flexible systems which, through sensory input, can adapt to partially unknown environ-ments or unexpected events. In large ...
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The estimation of visual motion can be based on simple differential methods applied to image brightness, without using complex minimization techniques or exhaustive search for correspondences. A dense, smooth motion f...
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An investigation is made of various error recovery schemes for a very-high-speed packet switched network. The schemes investigated are: (1) edge-to-edge recovery, whereby retransmission of erred packets only takes pla...
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An investigation is made of various error recovery schemes for a very-high-speed packet switched network. The schemes investigated are: (1) edge-to-edge recovery, whereby retransmission of erred packets only takes place between source and destination nodes, (2) link-by-link recovery, whereby retransmission only takes place between adjacent switching nodes, and (3) link-edge-combined recovery, using both link-by-link and edge-to-edge schemes. The performance measures are the distribution of transmission delay and error probability of packets across a network. To obtain these measures, the authors develop a tandem queuing network model with feedbacks, where each queue represents a protocol layer within a switching node rather than a switching node as a whole. Numerical results show that for a network with very-high-speed/low-error-rate channels, the edge-to-edge scheme gives the smallest packet transmission delay, while keeping the packet error probability sufficiently small. The only drawback of the edge-to-edge scheme is that it causes network saturation at smaller network traffic load than the older schemes.< >
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