Spelling suggestions: "subject:"threedimensional display"" "subject:"three0dimensional display""
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THREE-DIMENSIONAL DISPLAY SYSTEMS IMPLEMENTED WITH A MICROMIRROR ARRAYYAN, JUN 11 October 2001 (has links)
No description available.
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3-D reconstruction and image encoding using an efficient representation of hierarchical data structure /Yeh, Hur-jye January 1987 (has links)
No description available.
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Efficacy of retinal disparity depth cues in three-dimensional visual displaysMiller, Robert Howard 07 November 2008 (has links)
Recent interest in three-dimensional (3-D) stereoscopic displays has prompted the need to assess the efficacy of retinal disparity depth cues. Accordingly, this study analyzed performance on two 3-D tasks under three levels of signal-to-clutter ratio as participants viewed three display formats portrayed with or without retinal disparity depth cues. Display formats included a plan view and two types of perspective formats. The two tasks assessed viewer ability to compare inter-object distances and extrapolate object positions given a known vector within a 3-D volume.
Results indicate that retinal disparity depth cues reduce the number and magnitude of errors within a course prediction task, but did not affect search times or ratings of viewer confidence. Display format affected search times as follows. In a relative distance task, search times for the perspective format are lower than for either the plan view or enhanced perspective formats. In a course prediction task, search times for the plan view and perspective formats are lower than for the enhanced perspective format. Display format does not affect error rate, error magnitude, or ratings of viewer confidence. No interaction between depth cues and display format was observed.
The inclusion of retinal disparity depth cues in a visual display system are suggested when the viewer task involves predictions of object position in a 3-D volume and when reducing the number and magnitude of errors is important. Perspective display formats are suggested when fast search times are important. / Master of Science
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A component task analysis of stereoscopic displaysMiller, Robert Howard 07 October 2005 (has links)
Considerable research has centered around the issue of whether stereoscopic (3D) viewing allows improved viewer performance for tasks that involve three-dimensional information. Taken as a whole, such previous research indicates that the potential stereoscopic advantage may be dependent on the nature of the task being examined. This task dependency makes it difficult to predict whether stereoscopic viewing will improve viewer performance for a given untested task. By measuring performance over a variety of component tasks, this research examined the potential task-dependent nature of the stereoscopic advantage. In addition, a method was proposed to employ such component-task data for predicting the stereoscopic advantage within future unknown tasks.
A set of 12 component tasks (in six task groups, each with two representative tasks) was developed to represent the various task demands of processing 3D visual information. Participants performed each of the 12 component tasks in both a monoscopic (2D) and a stereoscopic (3D) viewing condition. Performance was measured in terms of viewing time, percent accuracy, and a generic mental effort rating.
Results indicate that when certain display guidelines are not violated, stereoscopic display improves or at least maintains the overall level of viewer performance for most tasks. Furthermore, the results clearly indicate that the stereoscopic advantage is dependent on the nature of the task. Although further refinement to the set of component tasks is necessary before the precise nature of the task dependency can be determined, the component task method displays considerable promise for being able to predict the stereoscopic advantage for any number of complex 3D tasks. / Ph. D.
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The development of a teaching tool using Sketchup to enhance surveying competence at the Durban University of TechnologyStuart, Darryl George January 2015 (has links)
Submitted in fullfilment of the requirements of the Degree of Master of the Built Environment (Survey), Durban University of Technology, Durban, South Africa, 2015. / Surveying concepts are difficult to understand, especially when students are exposed to surveying for the first time. Surveying is best understood when linked to field applications; however, students are only exposed to surveying and related field operation procedures during practicals. Two-dimensional (2D) explanations of surveying equipment used is shown during class lectures, which makes understanding of field procedures difficult to teach and learn during normal class lectures. A new approach to lecture delivery is required to make lectures more interesting and visually stimulating via three-dimensional (3D) animated models of levelling equipment and simulation of field observations and data collection. Additionally the learning of basic surveying concepts cannot be limited to field practicals, but in conjunction with learning that takes place in the classroom. Students' ability to properly learn the correct use of surveying equipment during time-tabled practicals is limited. The students do not have sufficient time in their normal scheduled practicals to learn to use surveying equipment to the required proficiency level.
The main objective of this research was to deal with these inadequacies by exposing students to (3D) animated models of surveying equipment during lectures and the corresponding field applications created within SketchUp software. Students were exposed to these animated 3D models during lectures, so that their actual field operation and application could be simulated. Quantitative analysis of the student achievement data revealed that there was a significant difference between the test scores of the control and experimental groups. Additional analysis of the developed Likert-type scale questionnaire revealed that students' had a positive attitude towards the teaching tool.
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Stream surface seeding for flow visualisationEdmunds, Matthew January 2014 (has links)
No description available.
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CoBlocks: using objects to improve voxel modelling to support group work in early design phasesKuan, Kam-sing., 關錦盛. January 2006 (has links)
published_or_final_version / abstract / Architecture / Master / Master of Philosophy
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Three-dimensional knowledge representation using extended structure graph grammars20 November 2014 (has links)
M.Sc. (Computer Science) / The purpose of this disssertation is to study methods to represent structures in three-dimensions. Due to the fact that chemical molecules are mostly complex three-dimensional structures, we used chemical molecules as our application domain. A literature study of current chemical information systems was undertaken. The whole spectrum of information systems was covered because almost all of these systems represent chemical molecules in one way or another. Various methods of three-dimensional structure representation were found in our literature study. All of these methods were discussed in the context of its own application domain. Structure graph grammars were examined and explained in detail. A small object-based system with structure graph grammars as the underlying principle was developed. We speculated on the use of such "intelligent" graph grammars in structure interpretation and identification. Further research in this area was also identified.
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A proposition for how musical competencies could benefit 3D character animators when synchronising performances to pre-recorded music using Khumba as a case studyJacobs, Carelize Johani January 2017 (has links)
Research Report
Master of Arts in Digital Animation
(Coursework and Research Report)
University of the Witwatersrand
Faculty of Humanities
The Wits School of Arts
June 2017 / Even though a significant amount of research has been conducted over the years on film music and animation, these two fields of academic study mostly developed independently from each other. Little attention has been given to these two fields in terms of how they are deployed together, particularly after the ‘Golden Age’ of Hollywood filmmaking. This study, from an animation perspective, contributes to this need for research with an investigation and eventual proposition that will elucidate and advance the integration and contemporary deployment practices and processes of music and character animation.
The aim of the study was to identify and suggest the ideal musical competency set a character animator would benefit from and, to propose an approach for notation in which these competencies are used to digitally animate characters moving to the beat of pre-recorded music for a 3D animation feature-length film. A qualitative research approach was followed and the research methodology consisted of a historical analysis, studying current practices and the analysis of a case study.
The South African 3D computer-animated feature film, Khumba (2013), produced by Triggerfish Animation Studios, was used as the case study. Reasons for its suitability were twofold: Firstly because the researcher could easily access the animators (which was essential) and secondly, because the film had the musical scenes required to conduct the research. The focus was on the musical scenes in the film. The integration of animation and music in a scene was analysed, allowing the researcher to show how Khumba animators could have benefited from the suggested musical competencies and from using the proposed method when animating musical scenes.
A universally agreed approach for notation in animating-to-music doesn’t exist. However, a method known as the bar sheet was used by earlier animators, requiring them to have a basic knowledge and understanding of music. This study proposes the reintroduction of an adapted version of the original bar sheet, digitised for assimilation with contemporary technology. A plug-in for Autodesk Maya was also proposed as an output of the research.
Ultimately, this research has the potential to lead to a heightened proficiency of character animators when animating musical scenes in 3D feature-length films. In addition, the research could prompt a universally agreed approach for notation which combines traditional and new methods and techniques. The adoption of this approach could also lead to changes in the working practices of film making teams and the work flow within production pipelines. / MT2018
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A quality assessment approach and a hole-filling method for DIBR virtual view imagesMao, Dun January 2018 (has links)
University of Macau / Faculty of Science and Technology. / Department of Computer and Information Science
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