Previous publications have shown how a combination of X-ray computed tomography and spherical harmonic series could be used to characterize the 3-D shape of rocks used for aggregates in concrete. The X-ray computed tomography was used to obtain the raw 3-D numerical data for the coordinates of the aggregate surface. In this paper, we demonstrate how laser detection and ranging (LADAR) numerical data can replace X-ray computed tomography data and be used in conjunction with spherical harmonic series analysis to analyze the 3-D shape of aggregates. 相似文献
This paper presents, AmbiKraf, a non-emissive fabric display that subtly animates patterns on common fabrics. We use thermochromic inks and peltier semiconductor elements to achieve this technology. With this technology we have produced numerous prototypes from animated wall paintings to pixilated fabric displays. The ability of this technology to subtly and ubiquitously change the color of the fabric itself has made us able to merge different fields and technologies with AmbiKraf. In addition, with an animated room divider screen, Ambikraf merged its technology with Japanese Byobu art to tighten the gap between traditional arts and contemporary technologies. Through this AmbiKraf Byobu art installation and other installations, we discuss the impact of this technology as a ubiquitous fabric display. With focus to improvements of some limitations of the existing system, we present our future vision that enables us to merge this technology into more applications fields thus making this technology a platform for ubiquitous interactions on our daily peripherals. 相似文献
Investigation of augmented reality (AR) environments has become a popular research topic for engineers, computer and cognitive scientists. Although application oriented studies focused on audio AR environments have been published, little work has been done to vigorously study and evaluate the important research questions of the effectiveness of three-dimensional (3D) sound in the AR context, and to what extent the addition of 3D sound would contribute to the AR experience.
Thus, we have developed two AR environments and performed vigorous experiments with human subjects to study the effects of 3D sound in the AR context. The study concerns two scenarios. In the first scenario, one participant must use vision only and vision with 3D sound to judge the relative depth of augmented virtual objects. In the second scenario, two participants must cooperate to perform a joint task in a game-based AR environment.
Hence, the goals of this study are (1) to access the impact of 3D sound on depth perception in a single-camera AR environment, (2) to study the impact of 3D sound on task performance and the feeling of ‘human presence and collaboration’, (3) to better understand the role of 3D sound in human–computer and human–human interactions, (4) to investigate if gender can affect the impact of 3D sound in AR environments. The outcomes of this research can have a useful impact on the development of audio AR systems, which provide more immersive, realistic and entertaining experiences by introducing 3D sound. Our results suggest that 3D sound in AR environment significantly improves the accuracy of depth judgment and improves task performance. Our results also suggest that 3D sound contributes significantly to the feeling of human presence and collaboration and helps the subjects to ‘identify spatial objects’. 相似文献
The use of 3D imaging systems (e.g., laser scanners) in construction has grown significantly in the past decade. Range images acquired with such systems often require registration. This paper describes an automatic method to rapidly locate spheres and perform a registration based on three pairs of matching points (centers of fitted spheres) in two range images. The proposed method is directly applicable for regularly gridded datasets obtained with instruments that are typically used for construction applications and whose maximum ranges are greater than 50 m. A lab was scanned from two locations at three different scan densities. Four spheres were located in the lab, and the total number of points hitting the four spheres was a small fraction (< 0.01%) of all the points in the dataset. At the highest scan density, the registration of two datasets with 6.4 × 106 and 3.4 × 106 points is obtained in less than 30 s. At the medium scan density, two range images with 1.6 × 106 and 0.8 × 106 points can be registered in less than 2 s. 相似文献
The author developed a mobile, mixed-reality version of capture the flag, a popular genre of computer game. Our CTF game is novel in three ways. First, the smart phone is the main interface. Using the smart phone, players physically role-play virtual characters who try to capture enemy flags by traversing different landscapes. This approach creates a direct, real-time linkage between the real and virtual worlds. Second, players can move freely in the real world over a wide area while maintaining seamless real-time networked contact with other players in both the real and virtual worlds. Third, CTF explores novel tangible aspects of human physical movement and perception, both in the real-world playing environment and in interaction with the virtual world. 相似文献
This paper presents a novel computer entertainment system which recaptures human touch and physical interaction with the
real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional
computer entertainment. Our system called ‘Touch-Space’ is an embodied (ubiquitous, tangible, and social) computing based
Mixed Reality (MR) game space which regains the physical and social aspects of traditional game play. In this novel game space,
the real-world environment is an essential and intrinsic game element, and the human’s physical context influences the game
play. It also provides the full spectrum of game interaction experience ranging from the real physical environment (human
to human and human to physical world interaction), to augmented reality, to the virtual environment. It allows tangible interactions
between players and virtual objects, and collaborations between players in different levels of reality. Thus, the system re-invigorates
computer entertainment systems with social human-to-human and human-to-physical touch interactions.
Correspondence to: Professor A. Cheok, National University of Singapore, 10 Kent Ridge Crescent, Singapore 119260. Email: adriancheok@nus.edu.sg 相似文献
Three-dimensional sound's effectiveness in virtual reality (VR) environments has been widely studied. However, due to the big differences between VR and augmented reality (AR) systems in registration, calibration, perceptual difference of immersiveness, navigation, and localization, it is important to develop new approaches to seamlessly register virtual 3-D sound in AR environments and conduct studies on 3-D sound's effectiveness in AR context. In this paper, we design two experimental AR environments to study the effectiveness of 3-D sound both quantitatively and qualitatively. Two different tracking methods are applied to retrieve the 3-D position of virtual sound sources in each experiment. We examine the impacts of 3-D sound on improving depth perception and shortening task completion time. We also investigate its impacts on immersive and realistic perception, different spatial objects identification, and subjective feeling of "human presence and collaboration". Our studies show that applying 3-D sound is an effective way to complement visual AR environments. It helps depth perception and task performance, and facilitates collaborations between users. Moreover, it enables a more realistic environment and more immersive feeling of being inside the AR environment by both visual and auditory means. In order to make full use of the intensity cues provided by 3-D sound, a process to scale the intensity difference of 3-D sound at different depths is designed to cater small AR environments. The user study results show that the scaled 3-D sound significantly increases the accuracy of depth judgments and shortens the searching task completion time. This method provides a necessary foundation for implementing 3-D sound in small AR environments. Our user study results also show that this process does not degrade the intuitiveness and realism of an augmented audio reality environment 相似文献
Work at the National Institute of Standards and Technology (NIST) on laser radar imaging of a construction site is described. The objective of the NIST research is to make measurements required in a construction project quicker and cheaper than current practice and to do so without impacting existing operations. This can be done by developing techniques for real-time assessment and documentation in terms of 3-D as-built models of the construction process. Once developed, this technology may be used for other applications such as condition assessment of a hazardous environment where human intervention would be impossible. 相似文献
The factor structure of the Wechsler Intelligence Scale for Children—Revised (WISC—R) was analyzed with 95 diabetic children (aged 8–16 yrs), 97 regionally and demographically matched controls, and an age- and race-matched sample from the WISC—R standardization sample (n?=?1,405). Controls exhibited a 3-factor IQ structure, consistent with the standardization sample. Diabetic Ss exhibited a 4-factor structure, with the Perceptual Organization factor splitting in two. Picture Completion (PC) and Picture Arrangement (PA) formed a visual discrimination factor, and Block Design and Object Assembly created a spatial conceptual factor. Among the diabetic Ss, the PC and PA subtests did not act as traditional measures of nonverbal intelligence, and the performance of diabetic Ss on the visual discrimination factor may reflect mild visual atypicalities. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献