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2021 ◽  
pp. 100192
Author(s):  
Yasuharu Shimamura ◽  
Satoshi Shimizutani ◽  
Shimpei Taguchi ◽  
Hiroyuki Yamada

2021 ◽  
Vol 22 (1) ◽  
Author(s):  
M. Arza-García ◽  
C. Núñez-Temes ◽  
J. A. Lorenzana ◽  
J. Ortiz-Sanz ◽  
A. Castro ◽  
...  

AbstractDue to their cost, high-end commercial 3D-DIC (digital image correlation) systems are still inaccessible for many laboratories or small factories interested in lab testing materials. These professional systems can provide reliable and rapid full-field measurements that are essential in some laboratory tests with high-strain rate events or high dynamic loading. However, in many stress-controlled experiments, such as the Brazilian tensile strength (BTS) test of compacted soils, samples are usually large and fail within a timeframe of several minutes. In those cases, alternative low-cost methods could be successfully used instead of commercial systems. This paper proposes a methodology to apply 2D-DIC techniques using consumer-grade cameras and the open-source image processing software DICe (Sandia National Lab) for monitoring the standardized BTS test. Unlike most previous studies that theoretically estimate systematic errors or use local measures from strain gauges for accuracy assessment, we propose a contrast methodology with independent full-field measures. The displacement fields obtained with the low-cost system are benchmarked with the professional stereo-DIC system Aramis-3D (GOM GmbH) in four BTS experiments using compacted soil specimens. Both approaches proved to be valid tools for obtaining full-field measurements and showing the sequence of crack initiation, propagation and termination in the BTS, constituting reliable alternatives to traditional strain gauges. Mean deviations obtained between the low-cost 2D-DIC approach and Aramis-3D in measuring in-plane components were 0.08 mm in the perpendicular direction of loading (ΔX) and 0.06 mm in the loading direction (ΔY). The proposed low-cost approach implies considerable savings compared to commercial systems.


Author(s):  
Daniela Castillo ◽  
Robert L. Runkel ◽  
Denisse Duhalde ◽  
Pablo Pastén ◽  
José L. Arumí ◽  
...  

2021 ◽  
Vol MA2021-02 (55) ◽  
pp. 1607-1607
Author(s):  
Bianca Fortes Palley ◽  
Milena Nakagawa de De arruda ◽  
Júlio César Artur ◽  
Gustavo Freitas de Souza ◽  
David Alexandro Graves ◽  
...  

2021 ◽  
Vol 2 ◽  
Author(s):  
Andrea Bartl ◽  
Stephan Wenninger ◽  
Erik Wolf ◽  
Mario Botsch ◽  
Marc Erich Latoschik

Realistic and lifelike 3D-reconstruction of virtual humans has various exciting and important use cases. Our and others’ appearances have notable effects on ourselves and our interaction partners in virtual environments, e.g., on acceptance, preference, trust, believability, behavior (the Proteus effect), and more. Today, multiple approaches for the 3D-reconstruction of virtual humans exist. They significantly vary in terms of the degree of achievable realism, the technical complexities, and finally, the overall reconstruction costs involved. This article compares two 3D-reconstruction approaches with very different hardware requirements. The high-cost solution uses a typical complex and elaborated camera rig consisting of 94 digital single-lens reflex (DSLR) cameras. The recently developed low-cost solution uses a smartphone camera to create videos that capture multiple views of a person. Both methods use photogrammetric reconstruction and template fitting with the same template model and differ in their adaptation to the method-specific input material. Each method generates high-quality virtual humans ready to be processed, animated, and rendered by standard XR simulation and game engines such as Unreal or Unity. We compare the results of the two 3D-reconstruction methods in an immersive virtual environment against each other in a user study. Our results indicate that the virtual humans from the low-cost approach are perceived similarly to those from the high-cost approach regarding the perceived similarity to the original, human-likeness, beauty, and uncanniness, despite significant differences in the objectively measured quality. The perceived feeling of change of the own body was higher for the low-cost virtual humans. Quality differences were perceived more strongly for one’s own body than for other virtual humans.


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