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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Riktade ljudeffekters påverkan på den visuella uppmärksamheten : En ögonrörelsestudie

Hjärkéus, Erik, Larsson, Tim January 2018 (has links)
Eftersom att dagens biografer utvecklas med mer avancerad teknik för att rikta ljudeffekter på flera olika sätt är det viktigt att förstå vad den riktade ljudeffekten har för påverkan på betraktarna. Vi har undersökt hur den visuella uppmärksamheten skiljer sig vid uppspelning av riktade och ej riktade ljudeffekter. Detta har vi gjort med hjälp av en ögonrörelsestudie där deltagare har fått betrakta fyra anpassade filmsekvenser som vi har skapat själva. För att analysera vår data har vi använt oss av analysmetoden area of interest. Vårt resultat tyder på att det finns en skillnad i den visuella uppmärksamheten där vi till en viss grad kan styra tittarna med riktade ljudeffekter. Denna kunskap gör att filmskapare kan använda sig av riktade ljudeffekter som ett verktyg för att styra sin publik.
2

Optical Navigation by recognition of reference labels using 3D calibration of camera.

Anwar, Qaiser January 2013 (has links)
In this thesis a machine vision based indoor navigation system is presented. This is achieved by using rotationally independent optimized color reference labels and a geometrical camera calibration model which determines a set of camera parameters. All reference labels carry one byte of information (0 to 255), which can be designed for different values. An algorithm in Matlab has been developed so that a machine vision system for N number of symbols can recognize the symbols at different orientations. A camera calibration model describes the mapping between the 3-D world coordinates and the 2-D image coordinates. The reconstruction system uses the direct linear transform (DLT) method with a set of control reference labels in relation to the camera calibration. The least-squares adjustment method has been developed to calculate the parameters of the machine vision system. In these experiments it has been demonstrated that the pose of the camera can be calculated, with a relatively high precision, by using the least-squares estimation.
3

Efficient Visibility Estimation For Distributed Virtual Urban Environments

Koldas, Gurkan 01 February 2008 (has links) (PDF)
This research focuses on the utilization of occlusion culling for the real-time visualization of distributed virtual urban environments. Today&#039 / s graphics hardware renders all the primitives in any order and uses z-buffer to determine which primitives are visible on a per-pixel basis. However, visibility is computed in the last stage of rendering pipeline and every rendered primitive is not visible in the final image. Early culling of the invisible primitives in a complex scene is valuable for efficiency in the conventional rendering pipeline. This may reduce the number of primitives that will be processed in the rest of the pipeline. In this thesis, we propose an efficient visibility estimation method for distributed virtual urban environments. The proposed method is based on occlusion culling to identify and cull the occluded parts of the scene. This not only computes conservative potential visible set (PVS) for each client but also assures the computed PVS to be available at the client on-time and reduces the network traffic by grouping the clients which may see each others dynamically.
4

Assessing Visual Attention Methods in Video Games : A Comparative Study of Effectiveness and Colorblind Accessibility

Lindkvist, Joaquin January 2023 (has links)
Background. Visual attention in video games is a relatively underdeveloped field, especially so when it comes to colorblind accessibility. According to recent research, there is an increased social demand for options to alleviate problems colorblind individuals experience in video games. Finding simple and effective ways to achieve visual attention, which work well for both colorblind individuals and non-colorblind individuals simultaneously, would therefore be beneficial to the video game industry. Objectives. The objectives of this thesis were to analyze the effectiveness of three already utilized methods for achieving visual attention in video games and how their effectiveness differs when seen from a trichromatic or dichromatic perspective. The selected methods are animation, color, and outline. These are commonly used in video games, not only for the sake of attention but also for design in general. By testing each method individually and combined with color it is possible to analyze their effectiveness and how it differs when seen from different color perspectives. Methods. In order to gather the data required, an eye-tracking experiment with a sample size of 20 participants was conducted. The experiment showed scenes consisting of either a control background or game-inspired background. The scenes contained two objects which had color, animation, outline, animation combined with color, or outline combined with color applied to them. This experiment was performed on campus, so the primary group tested were students. The eye-tracker analyzed the participant's eye movements and together with areas of interest, it provided two different metrics: time to first fixation and total fixation duration. Results. The results of the experiment show that animation was the best-performing method for achieving visual attention in a video game regardless of which colorblind perspective it was seen from, both in terms of time to first fixation and total fixation duration. Out of red, green, blue, and yellow which were the colors tested, yellow was the best-performing color in terms of average time to first fixations and total fixation duration across all colorblind perspectives. However, green was the most consistent color from all perspectives. Conclusions. The eye-tracking method used for gathering the data provided good results. Out of animation, color, and outline, animation was substantially better at achieving visual attention compared to the other two methods. A noticeable difference in attention can also be found depending on what chromatic perspective the scenes were viewed from. This thesis serves as a way to raise awareness about visual attention in video games, and examples of how the results can be utilized are provided. The experiment could be used as inspiration for future work within the field, where a larger sample size and more methods for achieving visual attention could be tested.
5

Použití rozšířené reality při tréninku a provádění údržby letadel / Augmented Reality for Training and Execution of Airplane Maintenance

Košík, Michal January 2013 (has links)
This thesis deals wtih augmented reality applied to aircraft maintenance which is widely explored here. Furthermore, a reseach is done on the previous work done in this field. A video data-set is acquired from LET - a manufacturer of LET L-410 aircraft and an application is created in order to test possibilities of using augmented reality in aircraft maintenance. The result and proposals of the future work can be found in this thesis as well
6

不同型態影音教材之眼動行為與學習成效關聯研究 / Correlation Analysis between Eye Movement Behavior and Learning Performance for Different Types of Video Lectures

周慶鴻, Chou, Ching-Horng Unknown Date (has links)
多媒體影音教材已被廣泛使用於網路學習之教學場域,並且已發展出許多不同的多媒體影音教材型態,這些不同的多媒體影音教材型態,以及教材的組成元素如何影響數位學習成效值得深入探究。本研究使用可攜式眼動追蹤儀及穩定控制之實驗環境,隨機選取某公立高中高三普通班十六位學生進行眼動實驗,由受測學生依序觀看目前被廣泛採用的圖像影音動態教學式(picture in picture, PIP)及平面講述靜態教學式(voice over presentation, VOP)二種不同型態多媒體影音教材之興趣區(頭像、投影片、字幕、標題),探討包括三個眼動指標(凝視時間、凝視次數、回視次數)與學習成效之間的相關聯性。 結果顯示受測學習者利用圖像影音動態教學式(PIP)多媒體影音教材學習具有顯著的學習成效,而平面講述靜態教學式(VOP)則無顯著的學習成效。此外;圖像影音動態教學式(PIP)多媒體影音教材學習成效顯著優於平面講述靜態教學式(VOP)多媒體影音教材。再則經由皮爾森(Pearson)積差相關係數分析結果顯示,文字型認知風格學習者,使用平面講述靜態教學式(VOP)多媒體影音教材之投影片及標題興趣區之凝視時間、凝視次數及回視次數與學習者後測成績,呈顯著高度正相關,圖像型認知風格學習者則無。圖像影音動態教學式(PIP)多媒體影音教材之投影片、頭像、字幕及標題興趣區之凝視時間、凝視次數及回視次數與學習者後測成績,皆未呈現任何顯著的相關性。最後,圖像影音動態教學式(PIP)與平面講述靜態教學式(VOP)二種不同型態多媒體影音教材,皆以投影片區獲得最多的凝視時間、凝視次數與回視次數,其次為教師的頭像,最少的為標題區。 / Multimedia audio and video materials have been broadly applied to the teaching field of web-based learning, and various multimedia audio and video materials have been developed. It is worth studying the effect of such multimedia audio and video materials and the component elements on digital learning outcome. With a portable eye tracker and stably controlled experiment environment, 16 G12 students, in a public senior high school, are randomly selected for the eye movement experiment. The participants would sequentially view the area of interests (profiles, slides, subtitles, titles) of two types of multimedia audio and video materials, picture in picture (PIP) and voice over presentation (VOP), to discuss the correlations between three eye movement indices (fixation time, number of fixation times, number of regression times) and learning outcome. The result reveals that learners using picture in picture (PIP) present significant learning outcome, while ones with voice over presentation (VOP) do not appear remarkable learning outcome. Moreover, picture in picture (PIP) notably outperforms voice over presentation (VOP). The Pearson product-moment correlation coefficient analysis result shows that the learners with verbal-oriented cognitive style present notably positive correlations between the fixation time, number of fixation times, and number of regression times for slides and titles in voice over presentation (VOP) and the posttest results, while those with image-oriented cognitive style do not. The fixation time, number of fixation times, and number of regression times for slides, profile, subtitles, and titles in picture in picture (PIP) do not show significant correlations with learners’ posttest results. Finally, both picture in picture (PIP) and voice over presentation (VOP) appear the most fixation time, number of fixation times, and number of regression times for slides, followed by teachers’ profiles, and titles the least.
7

Návrh sídelní struktury soudobého města v historickém prostředí. / Design of settlement structure of contemporary city in historical context.

Průšková, Kristýna January 2020 (has links)
The assignment for this thesis was to prepare an architectural plan for barracks in Černé Pole in Brno. As part of the assignment, I attempted to rejuvenate and open up the given territory to the town and to its people and to connect it to the surrounding structures. I expanded the territory in question with adjacent panel construction from the north, as one of the objectives was to gradually incorporate this development in a way so that it does not create a barrier. The second objective was to revive two historical barracks buildings and a panel building dormitory, which serve as a reference for the image of the place. The thesis is split into two parts - analysis and proposal. In the proposal I discuss specific materials, transportation and public spaces. Most of the territory is made up of residential spaces with civil and commercial spaces, which together make the entire area functional. In my proposal I try to show how the entire territory can be solved, with the involvement of the historic and panel buildings, and not just building on an empty brownfield.
8

Strukturální fondy EU se zaměřením na Olomoucký kraj / The European Structural Funds focusing on Olomoucký region

Hlobilová, Barbora January 2014 (has links)
The topic of this diploma theses are the European Structural Funds and their influence on development of tourism in Olomoucký region. The thesis describes the development of regional and structural policy in the context of the European Union and the Czech Republic. The thesis introduces the European Structural Funds, which are involved in co-financing of projects within different areas. The object is to analyze three selected projects which were realized in programming period 2007 to 2013 under the priority axis 3 Tourism. The analysis should outline the impacts of projects which were supported by European funds. Another objective is to determine whether these projects helped to meet the objectives which were set in strategic documents. The thesis includes detailed statistics about the size of the volume of funds invested in projects of priority axis 3 Tourism in Central Moravia Region for the past year.

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