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Studying Window Energy Performance Using Thermal CameraAkbari, Sevda January 2020 (has links)
Windows, which are responsible for 45% of overall heat loss, play a major role in a building’s energy performance. Therefore, it is critical to measure window energy performance for existing buildings. This study aimed to evaluate the energy performance of windows to determine if replacement of windows is necessary. The evaluation was based on window location, height, orientation, and weather condition in a high-rise residential building. A thermal camera was used for measurements and statistical analyses were performed for measured data. Analysis results showed different performance of each side and floor of the building with a significant difference at the 0.05 level due to various temperatures, wind speeds, and directions. This study suggests using more efficient windows on upper floors, particularly from the fourth floor and above is beneficial as well as considering dominant wind speed and direction for the best configuration of window design.
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[en] AUTOMATIC CAMERA CONTROL IN VIRTUAL DYNAMIC ENVIRONMENTS / [pt] CONTROLE AUTOMÁTICO DE CÂMERA EM AMBIENTES VIRTUAIS DINÂMICOSRODRIGO DE PROENCA GOMES HERMANN 03 January 2006 (has links)
[pt] Com o avanço do poder de processamento gráfico e a
popularização dos
jogos eletrônicos, começam a surgir novas formas de
entretenimento, entre
elas a de espectadores de jogos. Os requisitos para o
posicionamento de
câmera para os espectadores visualizarem os jogos são
diferentes dos aplicados
aos jogadores. Enquanto a câmera para os jogadores deve
atender
a requisitos de jogabilidade, a câmera para os
espectadores deve explorar
diferentes ângulos de visualização a fim de aumentar a
imersão no ambiente
dos jogos e explorar a emoção das cenas. O cinema já
evoluiu toda uma
linguagem cinematográfica que potencializa a interpretação
de cenas. Pesquisas
recentes procuram usar a cinematografia na visualização de
jogos.
O principal desafio na adaptação da cinematografia para os
jogos reside na
existência de um ambiente dinâmico, onde não se pode
prever o andamento
da história. Podemos identificar três módulos para a
adaptação da cinematografia
em jogos: roteirista, responsável por identificar o que
está ocorrendo
na cena; diretor/editor, responsável por definir as
melhores tomadas para
capturar a cena; cinegrafista, responsável por posicionar
a câmera no ambiente
dinâmico para melhor atender às demandas do módulo
diretor/editor.
Este trabalho propõe a implementação de um módulo
cinegrafista. A partir
de requisitos para o posicionamento da câmera oriundos de
um módulo externo,
propõe-se um modelo de câmera que faz o posicionamento
automático
da câmera. Os requisitos de posicionamento são expressos
em um conjunto
de restrições que devem ser atendidas pelo modelo de
câmera. A câmera
usa um modelo físico baseado em um sistema de partículas
regido pelo
método de Verlet, empregando o método de relaxação para a
convergência
do sistema a fim de atender às restrições impostas.
Experimentos computacionais
demonstram a capacidade do módulo proposto de atender a
sofisticadas
regras de posicionamento de câmera, baseando-se em
composições
de restrições simples. Princípios da cinematografia, como
enquadramento,
posicionamento e movimento de câmeras, e respeito à linha
de ação, são
facilmente respeitados pelo módulo proposto. / [en] With the evolution in graphics processing power and the
popularization
of electronic games, new forms of entertainment, such as
being a game
spectator. The requirements for positioning the camera for
the spectators
to view the games are different from those applied to
players. The camera
for the players must fulfill playability requirements,
while the camera for
the spectators must explore different viewing angles in
order to increase
the immersion in the game environment and to explore the
thrill of the
scenes. The cinema has evolved a whole cinematographic
language that
optimizes the scene interpretation. Recent research has
been seeking to
apply cinematography to game visualization. The main
challenge in the
adaptation of the cinematographic language for games lies
in the existence of
a dynamic environment in which the story`s progress cannot
be anticipated.
Three modules can be identified to adopt the
cinematographic language in
games: screenwriter, responsible for identifying what is
happening in the
scene; director/editor, responsible for defining the best
takes to capture the
scene; and cinematographer, responsible for positioning
the camera in the
dynamic environment to better comply with the
director/editor`s demands.
The present work proposes the implementation of a
cinematographer module.
Based on camera position requirements obtained from an
external module,
we propose a camera model that automatically positions the
camera.
The positioning requirements are expressed by a set of
constraints that must
be respected by the camera model. The camera uses a
physical model based
on a particle system oriented by Verlet`s method, and
employs the relaxation
method to obtain the system`s convergence in order to
comply with imposed
constraints. Computational experiments have demonstrated
the capacity of
the proposed module to comply with sophisticated camera
positioning rules
based on compositions of simple constraints.
Cinematography principles
such as framing, camera position and movement, and
respecting the line of
action are easily accomplished by the proposed module.
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Parameter Extraction And Image Enhancement For Catadioptric Omnidirectional CamerasBastanlar, Yalin 01 April 2005 (has links) (PDF)
In this thesis, catadioptric omnidirectional imaging systems are analyzed in detail. Omnidirectional image (ODI) formation characteristics of different camera-mirror configurations are examined and geometrical relations for panoramic and perspective image generation with common mirror types are summarized.
A method is developed to determine the unknown parameters of a hyperboloidal-mirrored system using the world coordinates of a set of points and their corresponding image points on the ODI. A linear relation between the parameters of the hyperboloidal mirror is determined as well. Conducted research and findings are instrumental for calibration of such imaging systems.
The resolution problem due to the up-sampling while transferring the pixels from ODI to the panoramic image is defined. Enhancing effects of standard interpolation methods on the panoramic images are analyzed and edge detection-based techniques are developed for improving the resolutional quality of the panoramic images. Also, the projection surface alternatives of generating panoramic images are evaluated.
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Spatial measurement with consumer grade digital camerasWackrow, Rene January 2008 (has links)
No description available.
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Combined Visible and Infrared Video for Use in Wilderness Search and RescueRasmussen, Nathan D. 20 March 2009 (has links) (PDF)
Mini Unmanned Aerial Vehicles (mUAVs) have the potential to be a great asset to Wilderness Search and Rescue groups by providing a bird's eye view of the search area. These vehicles can carry a variety of sensors to better understand the world below. This paper proposes using both Infrared (IR) and Visible Spectrum cameras on a mUAV for Wilderness Search and Rescue. It details a method for combining the color and heat information from these two cameras into a single fused display to reduce needed screen space for remote field use. To align the video frames for fusion, a method for simultaneously pre-calibrating the intrinsic and extrinsic parameters of the cameras and their mount using a single multi-spectral calibration rig is also presented. A user study conducted to validate the proposed image fusion methods showed no reduction in performance when detecting objects of interest in the single-screen fused display compared to a side-by-side display. Furthermore, the users' increased performance on a simultaneous auditory task showed that increased performance on a simultaneous auditory task showed that their cognitive load was reduced when using the fused display.
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Vision Based Control of Autonomous UAVGottleben, Emil January 2016 (has links)
This master thesis investigates the problem of making an unmanned aerial vehicle(uav) follow a person or a group of persons while keeping a fixed distance tothe chosen target. The purpose of this thesis is to give a proof of concept prototypeof how such a system would work to achieve that task. The main problemconsists of controlling the uav based on visual input from a camera. With thehelp of a visual object detection and tracking system, the image coordinates ofthe targets can be found. An algorithm was developed to calculate the target’sworld position based on its image coordinates and the world position and orientationof the uav. A control system was implemented that uses that uses thepositional information to set the velocity of the uav, if its position needs to bechanged. Several strategies for handling groups of targets were investigated. Inaddition a simulator was developed that can be used to simulate the image coordinatesof a target when the world position of the target is known. The systemwas tested during live flights, using a high precision motion capture system forreference. The results were mainly positive in showing proof of concept and evenshowing a relatively high level of precision.
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Neural networks for computer aided diagnosis of pulmonary images in nuclear medicineLivieratos-Petratos, George N. January 1995 (has links)
No description available.
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Analysis of dynamic radionuclide studies using principal components factor analysisNijran, Kuldip Singh January 1984 (has links)
No description available.
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Real-time data compression for machine vision measurement systemsArshad, Norhashim Mohd January 1998 (has links)
No description available.
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Jacques : Your underwater camera companionEdlund, Martin January 2014 (has links)
300 million pictures are uploaded everyday on Facebook alone. We live in a society where photography, filming and self-documentation are a natural part of our lives. But how does it inflict on our experiences when we always are considering camera angles, filters and compositions? We might very well ruin the experiences we so badly want to save. Scuba diving is a special experience. We enter a world with another space of movement, surroundings and animal life. An experience that can only be experienced for a limited time. An adventure one want to remember, save and share. But what implications does it have on ones experience if one also have to focus on documenting it? JACQUES is a product that enables the diver´s to document their dive as a memory to re-experience later and share with others while still leaving them fully immersed in their diving experience. With relatively simple technology such as sonar and video object recognition Jacques can film the diver´s underwater adventure and adept to their behavior without the diver even noticing it. And by being focused on the actual dive one also becomes a better and safer diver.
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