Helm, M., Möller, W., Wieser, E., Jäger, H.-U., Borany, J. von
31 March 2010
(has links) (PDF)
Summary of the Scientific Activities of the Institute in 2000
Helm, M., Möller, W., Wieser, E., Jäger, H.-U., Borany, J. von
Summary of the Scientific Activities of the Institute in 2000
01 January 2005
The thesis presented is an effort to gather all possible information of one particular type of common paint defect the seed defect, from gray scale images of highly specular painted surface. The proposed approach in the thesis utilizes a white light source to illuminate the surface and utilizes a camera to capture its gray scale image at different diffused angles. While attempting to explain the physics of highlight formation in terms of location on the surface of a seed defect, the thesis also extends to utilize this information from gray scale images to accurately predict the parameters of seed defects including the height, size and position in real time. Since the primary highlight in a gray scale image is more defined, contrary to the past researches on diffuse angle images that use both primary / seed highlight and mirror highlight to estimate height of the seed, this thesis formulates a theory of highlight translation and estimates the height of seed based on primary / seed highlight. The other common type of surface defect - crater defect, is also addressed in the thesis.
Neudeck, Michelle Joan
25 April 2018
No description available.
New data analytics and visualization methods in personal data mining, cancer data analysis and sports data visualizationZhang, Lei 12 July 2017 (has links)
In this dissertation, we discuss a reading profiling system, a biological data visualization system and a sports visualization system. Self-tracking is getting increasingly popular in the field of personal informatics. Reading profiling can be used as a personal data collection method. We present UUAT, an unintrusive user attention tracking system. In UUAT, we used user interaction data to develop technologies that help to pinpoint a users reading region (RR). Based on computed RR and user interaction data, UUAT can identify a readers reading struggle or interest. A biomarker is a measurable substance that may be used as an indicator of a particular disease. We developed CancerVis for visual and interactive analysis of cancer data and demonstrate how to apply this platform in cancer biomarker research. CancerVis provides interactive multiple views from different perspectives of a dataset. The views are synchronized so that users can easily link them to a same data entry. Furthermore, CancerVis supports data mining practice in cancer biomarker, such as visualization of optimal cutpoints and cutthrough exploration. Tennis match summarization helps after-live sports consumers assimilate an interested match. We developed TennisVis, a comprehensive match summarization and visualization platform. TennisVis offers chart- graph for a client to quickly get match facts. Meanwhile, TennisVis offers various queries of tennis points to satisfy diversified client preferences (such as volley shot, many-shot rally) of tennis fans. Furthermore, TennisVis offers video clips for every single tennis point and a recommendation rating is computed for each tennis play. A case study shows that TennisVis identifies more than 75% tennis points in full time match.
An Experimental Study on Highlighting Objects in Video Game : The Visual Attention Between the Colors Red, Green, Blue and YellowOlsson, Alexander, Sundahl, Daniel January 2020 (has links)
Background. In order to draw a player’s visual attention towards an object, many video games highlight the object using a colored edge highlight around the form of the object that is visible. Objectives. This paper tries to determine which color between red, green, blue or yellow is best to use for highlighting in order to draw a player’s attention against objects as effectively as possible. Methods. In order to answer this question, an experiment was conducted containing 20 participants. The participants’ task was to play a small first-person game where the objective was to locate an object that was highlighted in either one of these colors: Red, Green, Blue, or Yellow. The four different highlighted colors were applied to four different objects that had different visibility depending on their position. A total of 16 objects were needed to be found by each participant. There were 16 rounds to complete inside the small game to finish the game. The time it took for each participant to complete each of the 16 rounds and the total time it took for the participants to complete the game were recorded and saved inside a text file, which was uploaded to a google drive folder to be collected without human contact because of the COVID-19 Pandemic. To complement this data each participant had to answer a survey with questions regarding the small game they just played. Results. The majority of the participant’s answers shows that it didn’t matter which of the four colors were used for highlighting an object. However, when asked which of the four colors was the easiest one to notice, most of the participants answered the color red. This matches well with the total average time for the color red, as it had the lowest total time compared to the other colors. It can also be seen in the data that the level of visibility for each object did affect the performance for the participants even though they claimed that the visibility didn’t matter. Conclusions. The main conclusion is that the chosen highlighted color didn’t matter when performing the objectives inside the small game. Instead the visibility of the object affected the result and performance of the participants more. Red was the most selected answer when asked which of the four colors was the easiest to notice.
Users sharing their experiences on social media and streaming sites becomes increasingly important for marketing games. Virtual reality has the added challenge that the head movement is sometimes too erratic to capture and present on a flat screen. This paper solves this issue by automatically generating highlight cinematics for virtual reality action games using new camera angles to create easily shareable media focusing on non-players. The problem is solved by first identifying the interest over time, then split it into sequences of coherent action. The most interesting sequences are selected for the highlight reel where each sequence is split into clips tied to a specific camera angle. The highlight cinematics was evaluated using a survey. The results suggest that dynamic cameras are more engaging and interesting than static cameras. The selection of camera angles gave more significant results than the length of the highlight or the intensity of the action, pointing towards the presentation of the highlight cinematic being more important than the actual highlighted material for non-players. / Det blir alltmer viktigt att spelare delar med sig av sina upplevelser på sociala medier som en form av marknadsföring för spel. Denna delning blir svårare från virtuell verklighet till vanliga skärmar då de snabba huvudrörelserna gör det svårt att följa vad som händer. Detta problem kan lösas genom att automatiskt identifiera höjdpunkter i spel och filma in dem med nya kameravinklar för att generera en video som är enkelt delbar. Höjdpunkterna identifieras genom att först analysera intresset över tid i matchen. Därefter delas det upp i olika sekvenser där de mest intressanta sekvenserna gör upp videon. Sekvenserna delas upp i olika klipp där varje klipp är kopplat till en kameravinkel. Programmet utvärderades med en enkät där målgruppen var de som inte spelat spelet tidigare. Resultatet tyder på att dynamiska kameravinklar ses som mer engagerande och intressanta än statiska kameravinklar. Valet av kameravinklar gav mer betydande resultat än längden på videorna och intensiteten i handlingen, vilket tyder på att framläggandet av videorna är viktigare än det underliggande materialet för de som inte spelat spelet tidigare.
Colour segmentation is the most commonly used method in road signs detection. Road sign contains several basic colours such as red, yellow, blue and white which depends on countries.The objective of this thesis is to do an evaluation of the four colour segmentation algorithms. Dynamic Threshold Algorithm, A Modification of de la Escalera’s Algorithm, the Fuzzy Colour Segmentation Algorithm and Shadow and Highlight Invariant Algorithm. The processing time and segmentation success rate as criteria are used to compare the performance of the four algorithms. And red colour is selected as the target colour to complete the comparison. All the testing images are selected from the Traffic Signs Database of Dalarna University  randomly according to the category. These road sign images are taken from a digital camera mounted in a moving car in Sweden.Experiments show that the Fuzzy Colour Segmentation Algorithm and Shadow and Highlight Invariant Algorithm are more accurate and stable to detect red colour of road signs. And the method could also be used in other colours analysis research. The yellow colour which is chosen to evaluate the performance of the four algorithms can reference Master Thesis of Yumei Liu.
Stockholm’s subway system is considered one of the longest art galleries in the world.Each station has its own identity, but at the same time, all metro stations have the sameuniform functional light approach.This light could not prevent the passengers from gathering and walking randomlyat the subway station’s platform. Moreover, the uniform light is neglecting the artwork onthe station’s platform; hence, this could lead to losing the identity feature of the station. Ingeneral, the demand for using public transportation in sustainable urban cities is increasing.This thesis studies how to use light as an information giver for the passengers on the subwaystation platform:By creating light safety zones and by enhancing the wayfinding to minimize conflict points.From the result of the questionnaire and the observations in two case studies, adesign principle with eight parameters has been developed to be applied in new lightingdesign for the T-Centralen platform station. It aims to restore the identity of the station,and create different zones at the T-Centralen subway platform, to enhance the movementof the passengers and to make it more organized by combining different layers of functional,atmospheric and dynamic light.
Alzwiy, Ibrahim A. Mohamed
Plants are continuously exposed to different abiotic and biotic stresses in their natural environment. Their capacity to survive depends on the capacity to perceive external signal and quality amount a defence response for protection from the stress perceived. The purpose of this project was to study the impact of combined abiotic stress and biotic stress on the outcome of the disease inducing Arabidopsis thaliana – Pseudomonas syringae interaction. This study included a focus on the role of ABA in these interactions and also whether 3´-O-β D- ribofuranosyl adenosine (hereafter it called ‘400’ compound), a novel adenosine derived compound induced during compatible interactions, was involved. The later involved the targetted disruption of a putative 400 biosynthetic pathway involving analysis of knockout mutants of enzymes; APD-ribose diphosphatase NAD binding / hydrolases of the NUDIX class, glucosyl transferases, ribosyltransferases, a ribose-phosphate pyrophosphokinase3 and galactosyltransferases. Unfortunately, none of these targeted interventions modified the host response to Pseudomonas infection, nor altered levels of 400 in challenged leaves. The primary research investigated the interaction between abiotic and biotic stresses in Arabidopsis plants focussing on the modulation of plant defence against multiple, and possibly antagonistic, stress responses and the role plant hormones play in this process. We showed that high light caused enhanced susceptibility to the already virulent Pseudomonas syringae DC3000pvsp61. The pathways contributing to this enhanced susceptibility were largely ABA independent. Subsequent characterization of transgenic lines expressing the soluble Arabidopsis abscisic acid receptors, PYRABACTIN RESISTANCE1-LIKE4-6 provided compelling evidence for a role for these receptors in DC3000 virulence strategies, but they contribute to a lesser extent to the enhanced susceptibility under high light. This was corroborated genetically by using mutants of the immediately downstream targets of PYLs, the type two protein phosphatase, specifically the triple mutant hab1-1/abi2-1/abi1-2. A number of epitope and fluorescent constructs were generated to facilitate future studies of the role of ABA signaling. Targetted profiling suggested that SA dynamics were altered under DC3000 challenged Arabidopsis grown under high light. Furthermore, differential accumulation of flavonoids suggested these may also play a role in attenuating host defences under high light. Finally we provide evidence based on comparative analysis of that the photoreceptors phytochrome double mutant phyA-211/phyB-9 and cry1/cry2 behave antagonistically in Arabidopsis response to DC3000. Overall our studies support the conclusion that plants abiotic stress (HL) response takes precedence over biotic stress (DC3000) responses and that abiotic stress is detrimental to plant immunity. The luciferase transgenic PYL lines showed high level of expression of ClucP::PYL5 plant tissues challenged 2hpi of DC3000 (OD600: 0.15) in comparison with C1lucP::PYL6. This result opposes to what RT-PCR reported; which was that three PYLs genes display similar expression level at 6hpi of hrpA or 18hpi of DC3000. The epitope tags of CaMV::HA transgenic plants showed HA-tagged signal with stunted phenotype in a range of PYL4, 5 and 6 plants but none of the plants displayed any differences in susceptibility to DC3000. Although, RT-PCR assay showed high levels of expression in the three PYLs, 6hpi of hrpA but no signal was detected in B8eGFP::PYL5 transgenic line either followed the DC3000 and hrpA infection or by examined plant seedlings at early stages under confocal microscopy.
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