Ground Based 360° Three-Dimensional Display of the Computer Model

2013 ◽  
Vol 846-847 ◽  
pp. 1844-1847
Author(s):  
Shu Jun Xing ◽  
Xun Bo Yu ◽  
Tian Qi Zhao ◽  
Xin Zhu Sang ◽  
Yuan Fa Cai ◽  
...  

Most technologies provide three-dimensional (3D) display in the front of screens which are in parallel with the walls, and the sense of immersion is decreased. To get the right ground based 3D imaging, cameras imaging planes should be parallel to the public focus plane, and the cameras optical axes should be shifted to the center of the public focus plane in both vertical and horizontal directions. Virtual cameras are used to display 3D model in computer system. The virtual capturing methods for ground based 3D display are presented. The position of virtual camera is determined by the observers eye positions in the real world. An experimental system for ground based 360°3D display is demonstrated for viewing horizontally, which provides high-immersion 3D visualization. The displayed 3D scenes are compared with the real measurement in the real world.

2018 ◽  
Author(s):  
Uri Korisky ◽  
Rony Hirschhorn ◽  
Liad Mudrik

Notice: a peer-reviewed version of this preprint has been published in Behavior Research Methods and is available freely at http://link.springer.com/article/10.3758/s13428-018-1162-0Continuous Flash Suppression (CFS) is a popular method for suppressing visual stimuli from awareness for relatively long periods. Thus far, it has only been used for suppressing two-dimensional images presented on-screen. We present a novel variant of CFS, termed ‘real-life CFS’, with which the actual immediate surroundings of an observer – including three-dimensional, real life objects – can be rendered unconscious. Real-life CFS uses augmented reality goggles to present subjects with CFS masks to their dominant eye, leaving their non-dominant eye exposed to the real world. In three experiments we demonstrate that real objects can indeed be suppressed from awareness using real-life CFS, and that duration suppression is comparable that obtained using the classic, on-screen CFS. We further provide an example for an experimental code, which can be modified for future studies using ‘real-life CFS’. This opens the gate for new questions in the study of consciousness and its functions.


Author(s):  
R. T. Scott ◽  
G. A. Gabriele

Abstract An exact constraint scheme based on the physical contacting constraints of real part mating features is used to represent the process of assembling the parts. To provide useful probability information about how assembly dimensions are distributed when the parts are assembled as intended, the real world constraints that would prevent interference are ignored. This work addresses some limitations in the area of three dimensional assembly tolerance analysis. As a result of this work, the following were demonstrated: 1. Assembly of parts whose assembly mating features are subjected to variation; 2. Assemble parts using a real world set of exact constraints; 3. Provide probability distributions of assembly dimensions.


We the Gamers ◽  
2021 ◽  
pp. 65-80
Author(s):  
Karen Schrier

Chapter 5 describes how games can support real-world action and change. How can knowledge be applied to the public sphere and serve communities? Why and how should games be used to enable ethics- and civics-in-action? What are the best practices and strategies for supporting connections among civics, ethics, and the real world using games? The chapter includes an overview of why it is necessary to engage in real-world action. It describes the benefits of applying learning to real-world contexts and processes, and why games may support this. It also includes the limitations of using games to apply knowledge, and how to minimize those limitations. Finally, it reviews strategies that teachers can take to use games to take action and make change. It opens with the example EteRNA, and also shares five examples-in-action: Reliving the Revolution, 1979 Revolution: Black Friday, Community PlanIt, Bay Area Regional Planner, and Thunderbird Strike.


2021 ◽  
pp. 46-67
Author(s):  
Jason Brennan

Philosophers often try to “solve” democracy’s problems by arguing we need more and better democracy. They tend to think certain kinds of democratic systems could unleash the hidden “wisdom of the crowds.” Some defenders of democracy propose deliberative democracy and some extol the reliability of large groups. However, both ideas have limitations in the real world. This chapter objects to such arguments as they rely upon mistaken applications of certain mathematical theorems, or they end up retreating toward unrealistic ideals of how people ought to behave. In effect, they say that democracy would be wonderful if only people behaved the right way.


2017 ◽  
Vol 9 (1) ◽  
Author(s):  
Vojtěch Juřík ◽  
Lukáš Herman ◽  
Čeněk Šašinka ◽  
Zdeněk Stachoň ◽  
Jiří Chmelík

AbstractThis study explores the influence of stereoscopic (real) 3D and monoscopic (pseudo) 3D visualization on the human ability to reckon altitude information in noninteractive and interactive 3D geovisualizations. A two phased experiment was carried out to compare the performance of two groups of participants, one of them using the real 3D and the other one pseudo 3D visualization of geographical data. A homogeneous group of 61 psychology students, inexperienced in processing of geographical data, were tested with respect to their efficiency at identifying altitudes of the displayed landscape. The first phase of the experiment was designed as non-interactive, where static 3D visual displayswere presented; the second phase was designed as interactive and the participants were allowed to explore the scene by adjusting the position of the virtual camera. The investigated variables included accuracy at altitude identification, time demands and the amount of the participant’s motor activity performed during interaction with geovisualization. The interface was created using a Motion Capture system, Wii Remote Controller, widescreen projection and the passive Dolby 3D technology (for real 3D vision). The real 3D visual display was shown to significantly increase the accuracy of the landscape altitude identification in non-interactive tasks. As expected, in the interactive phase there were differences in accuracy flattened out between groups due to the possibility of interaction, with no other statistically significant differences in completion times or motor activity. The increased number of omitted objects in real 3D condition was further subjected to an exploratory analysis.


Author(s):  
Takumi Yoshida ◽  
Sho Kamuro ◽  
Kouta Minamizawa ◽  
Hideaki Nii ◽  
Susumu Tachi
Keyword(s):  

2020 ◽  
Vol IV (IV) ◽  
pp. 20-34
Author(s):  
Kamil Zaradkiewicz

The Act of 4 April 2019 on amending the Act on Real Property Management added a provision temporarily limiting the possibility of demanding restitution of the expropriated property. On the basis of the new provision, the right of the previous owner or its legal successors to restitute the expropriated property has ceased to be of perpetual nature. This right may not be exercised, as it previously was the case, at any time, as it expires 20 years from the date on which the decision to expropriate became final. This solution should be assessed negatively, as it deepens the non-constitutional nature of the statutory mechanism of restitution of expropriated real property, which makes the demand for restitution dependent on whether the public objective has been assumed (i.e. started to be implemented). If this is the case, then, in the light of the Real Property Management Act of 1997, the restitution of real property can never be claimed, and therefore even if such an objective in the future ceases to be implemented (e.g. as a result of the end of the operation of the real property as part of a public investment). However, in the light of the constitutional arrangements relating to the guarantee of ownership, the right to restitution of the expropriated property should always be vested in the expropriated owner or his/her legal successors whenever the public objective justifying the expropriation has not arisen as well as when it ceased to be implemented. In any event, the condition for claiming restitution shall be a claim made by the person concerned and a return of an appropriate, indexed sum paid as compensation for expropriation. The constitutional principle of the protection of individual status of property of the owner results in the “conditionality” of the transfer of ownership by way of expropriation to the State or another entity. Any existence and implementation of an appropriate objective justifying the expropriation for a public purpose, grants of the ownership and its permanence on the part of these entities. As a consequence, also the possible expiry date of the claim for the restitution of the property, expropriated after the expiry of the public purpose, should run from the time of such expiry and not from the moment when the decision about expropriation became final.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


2019 ◽  
Vol 6 (1) ◽  
pp. 59-68
Author(s):  
Serena Ferrando ◽  
Mark Wardecker

Noisefest! is an interactive, multisensory experience centered around a small Maine town and rooted in the sounds and noise of its streets. Comprising a Virtual Reality tour, soundwalks and remixes, a 2D laser cut geographical map with Arduino controllers, and a Futuristic noise intoner, one of the objectives of this collaborative, transdisciplinary, and theory-based project is to create concrete opportunities for students to participate in the “real” world and engage with the materiality of noise and its manifestations by interacting with the soundscape through novel, interactive, and multisensory practices. Noisefest! is also an example of how one can creatively and artistically extend the reach of the digital humanities beyond the borders of academia and into the public realm.


2015 ◽  
Vol 2 (1) ◽  
pp. 77
Author(s):  
Tonny Hidayat

Augmented Reality adalah sebuah teknologi yang relatif baru dan masih dikembangkan sampai saat ini. Konsepnya adalah menggabungkan dimensi dunia nyata dengan dimensi 'dunia nyata' yang termediasi, atau dunia virtual, untuk menciptakan kesan bahwa dimensi dunia nyata kita diperkaya dengan objek maya tiga dimensi. Hal ini dilakukan dengan cara 'menggambar' objek tiga dimensi pada marker, yakni sebuah 'pola' dalam bingkai segi empat yang bersifat unik dan dapat dikenali oleh aplikasinya. Aplikasi yang bersangkutan menerima input berupa video stream, yang berarti menggunakan input berupa citraan dari perangkat keras yang berfungsi menangkap gambar, biasanya sebuah webcam. Karena berupa video stream, artinya gambaran yang ditangkap sebagai input akan berubah-ubah, dan program harus dapat tetap mengenali marker meskipun berubah posisi dan orientasi relatif terhadap perangkat input. Pengenalan terhadap posisi dan pergerakan ini adalah salah satu konsep Teknologi Informasi yang bernama Computer Vision, dan digunakan untuk mendeteksi pola pergerakan relatif objek terhadap kamera.Pendidikan terhadap anak harus dilakukan sedini mungkin terutama dalam hal kesehatan. Seiring dengan berkembangnya pemahaman masyarakat tentang pentingnya kesehatan gigi, banyak pihak yang telah memberikan informasi terkait kesehatan gigi di berbagai media. Tidak hanya orang dewasa yang menjadi sasaran akan tetapi juga mulai dari anak-anak sudah dikenalkan dengan pengetahuan tersebut. Karena dibutuhkan media penyampaian untuk anak maka banyak bermunculan media edukasi yang diharapkan bisamendidik anak dengan berbagai macam cara..Pemanfaatan Augmented Realitysebagai alat untuk mengedukasi anak, ini akan memberikan pandangan baru terhadap media edukasi yang ada pada saat ini, bukan hanya menggunakan objek secara nyata tapi juga bisa digunakan objek berbentuk virtual dalam penyampaian informasi. Nilai tambah dari media ini adalah mempermudah penyampaian dan membuat informasi semakin menarik terutama bagi anak.Augmented Reality is a technology that is relatively new and still being developed today. The concept is to combine real-world dimensions to the dimensions of the 'real world' are mediated, or the virtual world, to create the impression that the dimensions of the real world we are enriched by virtual three-dimensional objects. This is done by 'drawing' a three-dimensional object on the marker, which is a 'pattern' in a rectangular frame that is unique and can be recognized by the application. Pertinent application accepts input in the form of a video stream, which means using the input in the form of images of the hardware image capture function, typically a webcam. Because the form of a video stream, meaning that as the input image captured will vary, and programs must be able to recognize the markers remained unchanged despite the position and orientation relative to the input device. Introduction to the position and movement is one of the Information Technology concept called Computer Vision, and is used to detect object movement patterns relative to the camera.Education of children should be done as early as possible, especially in terms of health. Along with the development of public understanding about the importance of dental health, many people who have provided information related to dental health in a variety of media. Not only adults who were targeted but also start from the children has been introduced with such knowledge. Because it takes delivery of media for children then many emerging medium of education is expected to educate children with a variety of ways.Utilization of Augmented Reality as a tool to educate the child, this will provide a new perspective on media education that existed at this time, instead of just using the real object but also can be used in the form of a virtual object in the delivery of information. The added value of this medium is to facilitate the delivery and make the information more interesting, especially for children.


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