3d representation
Recently Published Documents


TOTAL DOCUMENTS

184
(FIVE YEARS 36)

H-INDEX

12
(FIVE YEARS 2)

Author(s):  
Ganyun Sun ◽  
William Liu ◽  
David Fraser ◽  
Yun Zhang

Stereoscopic 3D (S3D) maps provide an accurate 3D representation of terrain texture for the precise perception of Earth’s surface. Visual discomfort on S3D images primarily comes from accommodation-vergence conflict, which is related to disparity (the distance between two corresponding points in the left and right stereo images). Previous studies have identified that disparity characteristics are related to visual discomfort. However, the relation between disparity characteristics and visual discomfort has not been investigated in orthographic S3D maps. It is unknown whether disparity characteristics are good indicators of visual discomfort regarding S3D maps. This study proposed a new visual discomfort predictor and compared it to the disparity characteristics already existing in the IEEE standard 3333.1.1™-2015. The comparisons indicate that the imbalance index can be a good predictor of visual discomfort regarding S3D maps. The predictor will be used in a personalized computational model to predict visual discomfort.


2021 ◽  
Vol 8 ◽  
Author(s):  
Genís Bayarri ◽  
Adam Hospital ◽  
Modesto Orozco

3D Representation Sharing (3dRS) is a web-based tool designed to share biomolecular structure representations, including 4D ensembles derived from Molecular Dynamics (MD) trajectories. The server offers a team working in different locations a single URL to share and discuss structural data in an interactive fashion, with the possibility to use it as a live figure for scientific papers. The web tool allows an easy upload of structures and trajectories in different formats. The 3D representation, powered by NGL viewer, offers an interactive display with smooth visualization in modern web browsers. Multiple structures can be loaded and superposed in the same scene. 1D sequences from the loaded structures are presented and linked to the 3D representation. Multiple, pre-defined 3D molecular representations are available. The powerful NGL selection syntax allows the definition of molecular regions that can be then displayed using different representations. Important descriptors such as distances or interactions can be easily added into the representation. Trajectory frames can be explored using a common video player control panel. Trajectories are efficiently stored and transferred to the NGL viewer thanks to an MDsrv-based data streaming. The server design offers all functionalities in one single web page, with a curated user experience, involving a minimum learning curve. Extended documentation is available, including a gallery with a collection of scenes. The server requires no registration and is available at https://mmb.irbbarcelona.org/3dRS.


2021 ◽  
Author(s):  
Thibault Porssut ◽  
Olaf Blanke ◽  
Bruno Herbelin ◽  
Ronan Boulic

Providing Virtual Reality(VR) users with a 3D representation of their body complements the experience of immersion and presence in the virtual world with the experience of being physically located and more personally involved. A full-body avatar representation is known to induce a Sense of Embodiment (SoE) for this virtual body, which is associated with improvements in task performance, motivation and motor learning. Recent experimental research on embodiment provides useful guidelines, indicating the extent of discrepancy tolerated by users and, conversely, the limits and disruptive events that lead to a break in embodiment (BiE). Based on previous works on the limit of agency under movement distortion, this paper describes, studies and analyses the impact of a very common yet overlooked embodiment limitation linked to articular limits when performing a reaching movement. We demonstrate that perceiving the articular limit when fully extending the arm provides users with an additional internal proprioceptive feedback which, if not matched in the avatar's movement, leads to the disruptive realization of an incorrect posture mapping. This study complements previous works on self-contact and visuo-haptic conflicts and emphasizes the risk of disrupting the SoE when distorting users’ movements or using a poorly-calibrated avatar.


2021 ◽  
Author(s):  
Eduardo A. González-Solares ◽  
Ali Dariush ◽  
Carlos González-Fernández ◽  
Aybüke Küpcü Yoldaş ◽  
Mohammad Al Sa'd ◽  
...  

With the aim of producing a 3D representation of tumours, IMAXT uses a large variety of modalities in order to acquire tumour samples and produce a map of every cell in the tumour and its host environment. With the large volume and variety of data produced in the project we develop automatic data workflows and analysis pipelines and introduce a research methodology where scientists connect to a cloud environment to perform analysis close to where data are located instead of bringing data to their local computers. Here we present the data and analysis infrastructure, discuss the unique computational challenges and describe the analysis chains developed and deployed to generate molecularly annotated tumour models. Registration is achieved by use of a novel technique involving spherical fiducial marks that are visible in all imaging modalities used within IMAXT.


2021 ◽  
Author(s):  
Jafer Mujtaba Kamoonpuri

Recent inventions of Augmented Reality (AR) Head-Mounted-Device (HMD) devices such as Microsoft’s HoloLens have allowed certain innovations that up till now were only able to exist in Science Fiction. The ability to project holograms within a space have been used in the Aerospace industry since 2016, when the HoloLens was first released. However, the aviation industry has yet to harness the capability that such a device can allow. The conversion of a traditional 2D Primary Flight Display (PFD)to a Volumetric 3D representation of the PFD was explored. The 3D representation of the PFD was created in Unity 3D, and by means of the Holographic Remoting Tool the graphics were displayed on to the HoloLens. The symbology on the PFD was driven by live flight data from a flight simulator. For thisproject two different 3D PFD models were created one for a fixed-winged based aircraft, and another fora quadcopter. Two different flight simulators were used for the two different PFDs. For the fixed-wingedPFD the Digital Combat Simulator (DCS) World by Eagle Dynamics was used, and for the quadcopterPFD the AirSim plugin by Microsoft was ran using Unreal Engine 4 (UE4). Through testing it was found that both the PFD models assist the pilots to safely keep their aircraft in the air and also perform an emergency landing by only using the 3D PFD. Another conclusion made was that in its current state the3D PFD is ideal for Unmanned Arial Vehicle (UAV) pilots as a holographic Ground Control Station(GCS)


2021 ◽  
Author(s):  
Jafer Mujtaba Kamoonpuri

Recent inventions of Augmented Reality (AR) Head-Mounted-Device (HMD) devices such as Microsoft’s HoloLens have allowed certain innovations that up till now were only able to exist in Science Fiction. The ability to project holograms within a space have been used in the Aerospace industry since 2016, when the HoloLens was first released. However, the aviation industry has yet to harness the capability that such a device can allow. The conversion of a traditional 2D Primary Flight Display (PFD)to a Volumetric 3D representation of the PFD was explored. The 3D representation of the PFD was created in Unity 3D, and by means of the Holographic Remoting Tool the graphics were displayed on to the HoloLens. The symbology on the PFD was driven by live flight data from a flight simulator. For thisproject two different 3D PFD models were created one for a fixed-winged based aircraft, and another fora quadcopter. Two different flight simulators were used for the two different PFDs. For the fixed-wingedPFD the Digital Combat Simulator (DCS) World by Eagle Dynamics was used, and for the quadcopterPFD the AirSim plugin by Microsoft was ran using Unreal Engine 4 (UE4). Through testing it was found that both the PFD models assist the pilots to safely keep their aircraft in the air and also perform an emergency landing by only using the 3D PFD. Another conclusion made was that in its current state the3D PFD is ideal for Unmanned Arial Vehicle (UAV) pilots as a holographic Ground Control Station(GCS)


2021 ◽  
Vol 7 (1) ◽  
pp. 29-40
Author(s):  
Espen Johnsen Bøe

Being present at a location of historical significance, often demands imagination to understand the full scope of the area. An approach to spark one’s imagination is to present a mediated simulation of a historic location in situ. As an application example, we used the sitsim AR platform to develop a simulation that conveys the history of fishermen in the historic fishing village of Storvågan in Lofoten, Norway. The study presents a rendition of the sitsim AR platform’s functionality for engaging presentations of historical photographs. This functionality is enhanced from solely representing buildings in a historical photograph into also representing animated human characters. In Storvågan, a museum (Lofotmuseet) occupies historically significant buildings amid the historic surroundings. This museum exhibits a historical photograph of fishermen that also shows how the area once looked. This photograph is remediated into a 3D animation, presented as a real-time generated simulation, at the location where the photograph was originally photographed. The study documents a design experiment including the modelling and animation of a 3D representation depicting the photograph. The functionality is evaluated based on user feedback from a case study of a beta version on location in Lofoten. Users reported that the animated fishermen contribute to an engaging experience and a feeling of being “part of the history.” The majority of users perceived the 3D representation as credible. An analysis of the modelled characters concludes that the 3D-models lack perceptual validity; hence, the case study’s positive results were somewhat unexpected. Three theories are presented as conceivable explanations for the unexpected result. Ultimately, the study provides a method for modelling and animation of people from a historical photograph, and showcases how the animation of human characters in a sitsim may be applied to convey cultural heritage in an engaging way. 


2021 ◽  
Vol 47 (3) ◽  
pp. 215-223
Author(s):  
Delia Irazú Hernández Farías ◽  
Rafael Guzmán Cabrera ◽  
Teodoro Cordova Fraga ◽  
José Zacarías Huamaní Luna ◽  
Jose Francisco Gomez Aguilar

Sign in / Sign up

Export Citation Format

Share Document