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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.
51

Binokulární vidění / Binocular vision

Brichta, Tomáš January 2012 (has links)
In this work I have been briefed by physiology of binocular vision for acquisition of three-dimensional perception from two-dimensional images using special glasses. At first I described optical organ, after it I described physiology of binocular vision. In the next part of my work I described stereoscopic imaging technology and their advantages and disadvantages. In the next part of this work I have designed method for measuring ideal distance between cameras for scanning and projection of stereoscopic image using program Inition StereoBrain Calculator. After scenes design I have collected visual data for creating 3D videos. This videos were been projected to the group of the viewers. Data from the viewers were been analyzed afterwards.
52

Dual-Axis Acousto-Optic/Electro-Optic Deflectors in Lithium Niobate for Full-Parallax Holographic Video Displays

Adams, Mitchell Robert 30 July 2021 (has links)
A major limitation of acousto-optic (AO) leaky-mode modulator based holographic displays is their inability to present full-parallax. We propose that full-parallax capabilities can be bestowed on these displays by integrating an electro-optic (EO) phased array into the architecture. We validated this concept by rendering computational models and by fabricating and testing a basic two-axis AO/EO deflector prototype in lithium niobate. This was, to our knowledge, the first instantiation of an integrated, hybrid AO/EO deflector. The prototype had a 6° deflection range along the AO-axis, and a 3° deflection range along the EO-axis. A series of models provide us with a clear path forward for optimizing this deflector. They suggest that an AO/EO modulator with an EO deflection range of 24.5° and that requires less than 7.5 V can be fabricated within the limitations of standard photolithography.
53

Real-Time Visual Multi-Target Tracking in Realistic Tracking Environments

White, Jacob Harley 01 May 2019 (has links)
This thesis focuses on visual multiple-target tracking (MTT) from a UAV. Typical state-of-the-art multiple-target trackers rely on an object detector as the primary detection source. However, object detectors usually require a GPU to process images in real-time, which may not be feasible to carry on-board a UAV. Additionally, they often do not produce consistent detections for small objects typical of UAV imagery.In our method, we instead detect motion to identify objects of interest in the scene. We detect motion at corners in the image using optical flow. We also track points long-term to continue tracking stopped objects. Since our motion detection algorithm generates multiple detections at each time-step, we use a hybrid probabilistic data association filter combined with a single iteration of expectation maximization to improve tracking accuracy.We also present a motion detection algorithm that accounts for parallax in non-planar UAV imagery. We use the essential matrix to distinguish between true object motion and apparent object motion due to parallax. Instead of calculating the essential matrix directly, which can be time-consuming, we design a new algorithm that optimizes the rotation and translation between frames. This new algorithm requires only 4 ms instead of 47 ms per frame of the video sequence.We demonstrate the performance of these algorithms on video data. These algorithms are shown to improve tracking accuracy, reliability, and speed. All these contributions are capable of running in real-time without a GPU.
54

Metody měření ve vesmíru / Methods of measuring in the Universe

KUČERA, Jan January 2017 (has links)
The work deals with distance measuring in space. The first part is about evolution of space arrangement and dimension imaginations from ancient times until the 20th century. Also Aristarchos´ heliocentric model of the solar system is described in detail, including his quantitative estimates of the Moon and Sun distances and dimensions. Hipparchos´ and Ptolemaios´ geometric models are described in detail too. Great attention is given to a genesis of heliocentric theory of Nicolaus Copernicus. The second part deals with contemporary methods of distance measuring. The work proceeds systematically from distances in the solar system to distances between stars as far as to distances between galaxies and quasars. It was necessary to write also about physical principles because distance measuring is based on them. The part of the work is a large pictorial supplement with text comments.
55

Simulation d’un Affichage Tête Haute - Réalité Augmentée pour l’aide visuelle à la conduite automobile / Augmented Reality Head-Up Display Simulation for driver visual aid

Halit, Lynda 25 November 2016 (has links)
L’Affichage Tête Haute (ATH) est la solution émergente pour l’aide visuelle à la conduite automobile, surtout dans certaines conditions de visibilité réduite par un temps dégradé ou une route mal éclairée. Le dispositif ATH permet de projeter des informations virtuelles, directement dans le champ de vision central de la scène de conduite, sans détournement du regard de la route. La perception visuelle du conducteur est ainsi augmentée avec une coexistence entre le réel et le virtuel. Cependant, pour garantir la bonne perception de ces informations virtuelles et permettre aux conducteurs d’engager les actions appropriées au bon moment, il est nécessaire d’assurer un paramétrage optimal. Ce projet de thèse se consacre à l’étude de trois facteurs majeurs : (1) la Parallaxe de Mouvement du Conducteur – PMC, (2) la distance de projection de la RA, (3) la condition de visibilité. Ces différents facteurs ont été progressivement introduits au cours des expérimentations. Deux métaphores visuelles RA pour l’aide à la conduite primaire ont été spécialement conçues. Trois expérimentations ont été menées sur sujets réels dans les simulateurs de conduite de Renault. L’ATH-RA a été simulé virtuellement et intégré à l’environnement virtuel de conduite, ce qui a permis la réalisation d’études subjectives et objectives, afin d’étudier progressivement : l’impact de la PMC, le lien avec la distance de projection, et l’influence des conditions de visibilité. Dans ce travail pluridisciplinaire, nous tentons de comprendre comment les informations Réalité Augmentée sont perçues par le conducteur ainsi que l’influence sur le comportement et les performances durant la conduite, afin de proposer des préconisations sur les paramètres d’un ATH-RA. / Head-Up Display is the emerging solution for visual aid while driving a car, especially during reduced visibility conditions, such as bad weather or when the road is poorly lighted. The HUD device allows to project virtual information in the central field of view of the driving scene, enabling the driver to keep his attention on the road. The visual perception of the driver is therefore augmented, with a coexistence between the real and virtual world. However, it is necessary to ensure an optimal setting in order to guarantee the good perception of the virtual information, and allow drivers to take appropriate actions at the right moment. This thesis project is dedicated to study three important parameters: (1) The Driver Head Motion Parallax, (2) AR projection distance, (3) visibility conditions. An experimental approach has been implemented, with the selection of two AR visual metaphors for driving aid. Three experimentations with real subjects have been realized in Renault’s driving simulators, where the three factors have been integrated progressively. The AR-HUD was simulated virtually and embedded in the virtual driving scene. This allowed to realize subjective and objective analysis to progressively study: the impact of the PMC, the link with the projection distance, and the influence of visibility conditions. The aim of this multidisciplinary work is an attempt to understand how AR information if perceived by the driver, and the influence on driver behavior and performance.
56

Entangled with/in empire: Indigenous nations, settler preservations, and the return of buffalo to Banff National Park

Kramer, Brydon 21 December 2020 (has links)
This thesis mobilizes the concept of “colonial entanglement” to emphasize the deep complexity and unpredictability of Indigenous and non-Indigenous relationships within what is now known as the Banff-Bow Valley. Responding to various literatures—including Indigenous Studies, Settler Colonial Studies, Political Theory, and Canadian Politics—I posit that the concept of colonial entanglements offers a parallax view of contexts, such as the Banff-Bow Valley, and events like the Buffalo Reintroduction Project. Not only does such a concept reveal how Indigenous nations— both human and non-human—are targeted by the racializing and gendered entanglements of colonizing regimes that seek to break up and replace them, but it also shows how these nations continue to persist and resist despite colonizing efforts to achieve otherwise. In other words, colonial entanglements compel one to also consider how nations like the Ĩyãħé Nakoda also exert influence on other Indigenous and non-Indigenous life in the Banff-Bow Valley—albeit, in different ways and to different degrees. After unpacking the concept in the first chapter, I use colonial entanglement to show how colonizing regimes and their expansionist modes of relationship react to the Indigenous nations they become entangled with. Using the signing of Treaty 7 and the establishment of a national park in Banff, I reveal how the Canadian state seeks to erect colonizing regimes of property that cater to capital as they transit the Banff-Bow Valley by ‘breaking up’ and ‘breaking from’ Indigenous nations and their expansive modes of relationship. Next, I consider how such reactionary violence is continually justified and legitimated through the articulation and reiteration of state of nature fictions that rely on notions of wilderness and tropes of Indigeneity to delegitimize the enduring presence of Indigenous nations. Specifically, I look at the Indian Act, the prohibition of hunting in the Park, and the Banff Indian Days festival to show how state of nature fictions articulate a supposed transition from a “past state of nature” to a contemporary “state of (dis)possession” entangled with white supremacist and heteropatriarchal forms of power. In doing so, these fictions make and reproduce colonial subjects who buy into and support colonizing violence and breakage that disproportionately targets those Indigenous to place. In the final chapter, I turn to focus on the Buffalo Reintroduction Project. Here, I consider how the project presents contemporary opportunities for both Indigenous and non-Indigenous people to support and/or disrupt colonizing states of (dis)possession and the state of nature fictions they rely on, while also considering the project’s potential for a politics oriented towards expansive modes of relationship revolving around principles of decolonization and anti-colonial internationalism. / Graduate
57

DRAWN TO LIFE: Exploring real-time manipulation of the digitally represented surface in comics on smartphones and tablets

Ericsson Duffy, Mikael January 2013 (has links)
This research thesis is an exploration into what possibilities lie beyond the representation of analog material when it transcends into the digital realm. Specifically, how printed comics can be altered in realtime by creator- allowed user interaction, when adapted for presentation within the digital sphere of mobile smartphones and computer tablets. Using legacy computer-game techniques like parallax scrolling with modern digital layer filters, device sensors and applying them in realtime to the comic creators digitally layered content, alternative forms of presentation arise.This is an investigation into the comic creator’s will of allowing possibilities of added depth perception, interactivity and alternative visual narratives in their comic, manga or graphic novels when employing new techniques based on sensor data input from a reader, like accelerometer-, gyroscope- or eye-tracking sensors. Several different techniques are evaluated. The focus is mainly on the context of creators of comics or manga who use digital tools and layer compositions when producing their work. Several aspects of the user-centered experience are also explored.Although mainly an interaction design project, most of the design methods are used from a service design approach, emphasizing co-design techniques like interviews, observations and user tests. The results are digital prototypes and proof-of-concepts featuring technology tests that support final design conclusions.The results will show both enthusiasm and reluctance from test subjects towards the new technologies presented. The professional craft of comic, manga and graphic novel creation has a deeply rooted aesthetic and production cycle in its history of the printed form. It could be difficult to alter its standard, reverence and nostalgia in the eyes of its readers and creators, when pursuing the digital format and narrative possibilities of the future. A video explaining the project’s “Drawn To Life” technology is available online.
58

From Flickering Fingers to Smooth Scrolling

Viksten, Marcus, Lillienberg Öberg, Oliver January 2024 (has links)
This study explores how alternative scrolling techniques compare to traditional vertical scrolling. It is studied in the context of user experience and information allocation. The alternative scrolling methods are evaluated through a focus group and a controlled experiment. A focus group explores different scrolling techniques and participants' attitudes toward alternative scrolling methods while seeking dissatisfaction with normal scrolling. The controlled experiment delves deeper into the hedonic and pragmatic qualities of scrolling, examining the time it takes for participants to allocate information to be complemented with semi-structured interviews. By delving deeper into the user experience and user preference for scrolling, the study aims to answer the following research question: “How can scrolling techniques alternative to vertical and continuous scrolling benefit users in terms of efficiently allocating specific information and increasing perceived user experience and usability?”. In summary, the study's findings show that the alternative scrolling techniques are not statistically more efficient than normal conventional scrolling. They are, however, viewed as having more hedonic qualities and are generally more preferred from a usability standpoint.
59

Comparing of radial and tangencial geometric for cylindric panorama

Amjadi, Faezeh 11 1900 (has links)
Cameras generally have a field of view only large enough to capture a portion of their surroundings. The goal of immersion is to replace many of your senses with virtual ones, so that the virtual environment will feel as real as possible. Panoramic cameras are used to capture the entire 360°view, also known as panoramic images.Virtual reality makes use of these panoramic images to provide a more immersive experience compared to seeing images on a 2D screen. This thesis, which is in the field of Computer vision, focuses on establishing a multi-camera geometry to generate a cylindrical panorama image and successfully implementing it with the cheapest cameras possible. The specific goal of this project is to propose the cameras geometry which will decrease artifact problems related to parallax in the panorama image. We present a new approach of cylindrical panoramic images from multiple cameras which its setup has cameras placed evenly around a circle. Instead of looking outward, which is the traditional ”radial” configuration, we propose to make the optical axes tangent to the camera circle, a ”tangential” configuration. Beside an analysis and comparison of radial and tangential geometries, we provide an experimental setup with real panoramas obtained in realistic conditions / Les caméras ont généralement un champ de vision à peine assez grand pour capturer partie de leur environnement. L’objectif de l’immersion est de remplacer virtuellement un grand nombre de sens, de sorte que l’environnement virtuel soit perçu comme le plus réel possible. Une caméra panoramique est utilisée pour capturer l’ensemble d’une vue 360°, également connue sous le nom d’image panoramique. La réalité virtuelle fait usage de ces images panoramiques pour fournir une expérience plus immersive par rapport aux images sur un écran 2D. Cette thèse, qui est dans le domaine de la vision par ordinateur, s’intéresse à la création d’une géométrie multi-caméras pour générer une image cylindrique panoramique et vise une mise en œuvre avec les caméras moins chères possibles. L’objectif spécifique de ce projet est de proposer une géométrie de caméra qui va diminuer au maximum les problèmes d’artefacts liés au parallaxe présent dans l’image panoramique. Nous présentons une nouvelle approche de capture des images panoramiques cylindriques à partir de plusieurs caméras disposées uniformément autour d’un cercle. Au lieu de regarder vers l’extérieur, ce qui est la configuration traditionnelle ”radiale”, nous proposons de rendre les axes optiques tangents au cercle des caméras, une configuration ”tangentielle”. Outre une analyse et la comparaison des géométries radiales et tangentielles, nous fournissons un montage expérimental avec de vrais panoramas obtenus dans des conditions réalistes
60

Matematické metody a úlohy v astronomii / Mathematical Methods and Exercises in Astronomy

BROM, Jiří January 2016 (has links)
The aim of this thesis is to create collections of examples for the subject Astronomy taught for students of pedagogical faculties, studying this discipline as a part of physics courses. Due to very different mathematical knowledge of students I have chosen typical and not much difficult examples oriented to several branches of astronomy. Each part of examples begins with a self-contained theoretical introduction. The difficulty rises gradually from trivial to more complicated examples. The examples are mainly focused on motions in radial gravitational fields.

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