scholarly journals EduGram: Education Development Based on Hologram Technology

Author(s):  
Asma S. Ahmad ◽  
Alaa T. Alomaier ◽  
Doaa M. Elmahal ◽  
Reem F. Abdlfatah ◽  
Dina M. Ibrahim

Education is one of the most important areas of life that affect the development and progress of societies, and the usage of images and visual representation methods is of real value in the educating process. Over time, different simple methods were used to display the information visually, which mostly are considered weak methods that may not perform its full purpose and the information may be transferred slowly and in an incomplete manner.  Technology has contributed from the beginning of its emergence in the development of education and improve its output, and one of the most prominent contributions made by technology is the developments in the field of displaying information visually using different technologies, as the three-dimensional displaying technologies that are considered as an advanced solution which provides people with a more comprehensive view and facilitates the task of transferring information to learners and so improving the educating process. Many technologies are used to create and display the 3D visual content, and two of the most important 3D display technologies are Augmented Reality technology and Hologram technology, they both insert a three-dimensional image to the real world, but there are many differences between the two technologies in many aspects. In the first part of this research, and after defining and comparing the two technologies and the effect of each one on education, Hologram technology showed features that enabled it to be a suitable option to be used in education for displaying 3D educational content. This research then introduces the method for implementing the usage of Hologram technology in education as a 3D educational content displaying tool,  introducing an implementation model by first transferring a sample of a 2D educational image to Holograms and using the Hologram fan projector to display it to the students. The results of a simple questionnaire on a number of people showed the effectiveness of using Holograms instead of the traditional 2D content found in school curricula, and a good level of people's acceptance to use this technology.

2020 ◽  
Vol 2020 (1) ◽  
pp. 105-108
Author(s):  
Ali Alsam

Vision is the science that informs us about the biological and evolutionary algorithms that our eyes, opticnerves and brains have chosen over time to see. This article is an attempt to solve the problem of colour to grey conversion, by borrowing ideas from vision science. We introduce an algorithm that measures contrast along the opponent colour directions and use the results to combine a three dimensional colour space into a grey. The results indicate that the proposed algorithm competes with the state of art algorithms.


Author(s):  
Seok Lee ◽  
Juyong Park ◽  
Dongkyung Nam

In this article, the authors present an image processing method to reduce three-dimensional (3D) crosstalk for eye-tracking-based 3D display. Specifically, they considered 3D pixel crosstalk and offset crosstalk and applied different approaches based on its characteristics. For 3D pixel crosstalk which depends on the viewer’s relative location, they proposed output pixel value weighting scheme based on viewer’s eye position, and for offset crosstalk they subtracted luminance of crosstalk components according to the measured display crosstalk level in advance. By simulations and experiments using the 3D display prototypes, the authors evaluated the effectiveness of proposed method.


Author(s):  
Vladislav Sh. Shagapov ◽  
Ismagilyan G. Khusainov ◽  
Emiliya V. Galiakbarova ◽  
Zulfya R. Khakimova

This article studies the process of relaxation of the pressure in a tank with the damaged area of the wall after pressure-testing. The authors use different methods for the diagnosis of the technical condition of objects of petroleum products storage. Pressure testing is one of nondestructive methods. The rate of pressure decrease is characteristic of the system tightness. This article studies the cases of ground and underground location of the tank. Pressure testing involves excess pressure inside of a tank and observing its decrease. Over time, one can assess the integrity of the system. This has required creating mathematical models to account the filtration of the liquid depending on the location of the tank. The results include the analytical solution of the task and the formulas for describing the dependence of the relaxation time of pressure in the tank from the liquid and soil parameters, geometry of the tank, and the damaged portion of the wall. The two- and three-dimensional cases of liquids filtration for the case of underground location of the tank were considered. The results of some numerical calculations of the dependence of reduction time and the time of half-life pressure from the area of the damaged portion of the wall were shown. The obtained solutions allow assessing the extent of the damaged area by the pressure testing with known values of tank, liquid, and soil.


Animals ◽  
2021 ◽  
Vol 11 (7) ◽  
pp. 2001
Author(s):  
Greta Baratti ◽  
Angelo Rizzo ◽  
Maria Elena Miletto Petrazzini ◽  
Valeria Anna Sovrano

Zebrafish spontaneously use distance and directional relationships among three-dimensional extended surfaces to reorient within a rectangular arena. However, they fail to take advantage of either an array of freestanding corners or an array of unequal-length surfaces to search for a no-longer-present goal under a spontaneous cued memory procedure, being unable to use the information supplied by corners and length without some kind of rewarded training. The present study aimed to tease apart the geometric components characterizing a rectangular enclosure under a procedure recruiting the reference memory, thus training zebrafish in fragmented layouts that provided differences in surface distance, corners, and length. Results showed that fish, besides the distance, easily learned to use both corners and length if subjected to a rewarded exit task over time, suggesting that they can represent all the geometrically informative parts of a rectangular arena when consistently exposed to them. Altogether, these findings highlight crucially important issues apropos the employment of different behavioral protocols (spontaneous choice versus training over time) to assess spatial abilities of zebrafish, further paving the way to deepen the role of visual and nonvisual encodings of isolated geometric components in relation to macrostructural boundaries.


Author(s):  
Ying Yuan ◽  
Xiaorui Wang ◽  
Yang Yang ◽  
Hang Yuan ◽  
Chao Zhang ◽  
...  

Abstract The full-chain system performance characterization is very important for the optimization design of an integral imaging three-dimensional (3D) display system. In this paper, the acquisition and display processes of 3D scene will be treated as a complete light field information transmission process. The full-chain performance characterization model of an integral imaging 3D display system is established, which uses the 3D voxel, the image depth, and the field of view of the reconstructed images as the 3D display quality evaluation indicators. Unlike most of the previous research results using the ideal integral imaging model, the proposed full-chain performance characterization model considering the diffraction effect and optical aberration of the microlens array, the sampling effect of the detector, 3D image data scaling, and the human visual system, can accurately describe the actual 3D light field transmission and convergence characteristics. The relationships between key parameters of an integral imaging 3D display system and the 3D display quality evaluation indicators are analyzed and discussed by the simulation experiment. The results will be helpful for the optimization design of a high-quality integral imaging 3D display system.


PalZ ◽  
2021 ◽  
Author(s):  
Carolin Haug ◽  
Joachim T. Haug

AbstractWhip spiders (Amblypygi), as their name suggests, resemble spiders (Araneae) in some aspects, but differ from them by their heart-shaped (prosomal) dorsal shield, their prominent grasping pedipalps, and their subsequent elongate pair of feeler appendages. The oldest possible occurrences of whip spiders, represented by cuticle fragments, date back to the Devonian (c. 385 mya), but (almost) complete fossils are known from the Carboniferous (c. 300 mya) onwards. The fossils include specimens preserved on slabs or in nodules (Carboniferous, Cretaceous) as well as specimens preserved in amber (Cretaceous, Eocene, Miocene). We review here all fossil whip spider specimens, figure most of them as interpretative drawings or with high-quality photographs including 3D imaging (stereo images) to make the three-dimensional relief of the specimens visible. Furthermore, we amend the list by two new specimens (resulting in 37 in total). The fossil specimens as well as modern whip spiders were measured to analyse possible changes in morphology over time. In general, the shield appears to have become relatively broader and the pedipalps and walking appendages have become more elongate over geological time. The morphological details are discussed in an evolutionary framework and in comparison with results from earlier studies.


2016 ◽  
Vol 49 (2) ◽  
pp. 289-310 ◽  
Author(s):  
Jean-Philippe Gauvin ◽  
Chris Chhim ◽  
Mike Medeiros

AbstractThe 2011 Canadian federal election results changed the face of federal politics in Quebec. In a sudden and spectacular reversal of electoral fortunes, BQ support crumbled while that of the NDP surged. While most commentators focused exclusively on the 2011 election itself to explain what had happened, we offer an interpretation that takes a longitudinal approach. Using data from the Canadian Election Study and political party manifestos from 2006 to 2011, we propose a three-dimensional proximity model of voter/party congruence to explore the evolution of the ideological stances of Quebec voters and parties. Empirical results suggest these ideological distances between the NDP and Quebec voters decreased over time, whereas the BQ has distanced itself from voters. Furthermore, ideological distances between party and voters are a significant predictor of vote.


Repositor ◽  
2020 ◽  
Vol 2 (5) ◽  
pp. 553
Author(s):  
Tirto Adhi Triambodo ◽  
Ali Sofyan Kholimi ◽  
Lailatul Husniah

AbstrakTaman Rekreasi Sengkaling memiliki luas keseluruhan  9 hektar yang terdiri dari 6 hektar  diantaranya ada taman dan pepohonan hijau. Mengingat luasnya Taman Rekreasi Sengkaling, disana tidak ada peta dan tempat lokasi pusat informasi wahana berada di pintu masuk yang tentu akan membuat pengunjung bingung ketika sudah berada didalam Taman Rekreasi Sengkaling ingin mengetahui informasi wahana dan membutuhkan waktu lama dalam mencapai tujuan wahana yang diinginkan. Berdasarkan dari permasalahan yang ada, maka dibutuhkan suatu aplikasi yang bisa memberikan informasi dan navigasi sehingga pengunjung dapat dengan mudah mengetahui informasi wahana dan navigasi menuju lokasi wahana. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi dan ataupun tiga dimensi ke dalam lingkungan nyata tiga dimensi. Teknologi Augmented Reality ini digunakan untuk pembuatan aplikasi untuk informasi dan navigasi pada Taman Rekreasi Sengkaling. Pada pengujian sistem berdasarkan hasil kuesioner dengan 5 pertanyaan kepada 30 responden untuk memakai aplikasi AR Taman Rekreasi Sengkaling. Dari pengujian sistem aplikasi AR kepada user yang memilih setuju dengan presentase 91%. Maka hasil yang didapatkan, penggunaan aplikasi Augmented Reality direspon baik oleh pengunjung Taman Rekreasi Sengkaling.Abstract  Sengkaling Recreation Park has a total area of 9 hectares consisting of 6 hectares of which there are parks and green trees. Given the breadth of the Sengkaling Recreation Park, there is no map and location of the information center where the vehicle is located at the entrance which would make visitors confused when already in the Sengkaling Recreation Park wants to know vehicle information and takes a long time to reach the desired destination. Based on the existing problems, it requires an application that can provide information and navigation so that visitors can easily find information on vehicle and navigation to the location of the vehicle. Augmented Reality is a technology that combines two-dimensional and / or three-dimensional virtual objects into a real three-dimensional environment. This Augmented Reality technology is used for making applications for information and navigation in Sengkaling Recreation Park. On testing the system based on the results of the questionnaire with 5 questions to 30 respondents to use the AR Sengkaling Recreational Park application. From testing the AR application system to users who choose to agree with a percentage of 91%. Then the results obtained, the use of Augmented Reality applications responded well by visitors to the Sengkaling Recreation Park.


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