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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.
11

Rozhraní pro hry s dataprojektorem a Leap Motion / Game Interface with Data Projector and Leap Motion

Kendra, Matej January 2016 (has links)
This thesis describes various game interfaces for human and gradually there are shown more modern and common available interfaces. Work closely describes how you can play games on a regular projector and sensors for gestures detection - Kinect and Leap Motion. This work focus on evaluation of aspects of table-game design with these components and also on display view calibration between projector and Leap Motion. Part of the project is devoted to describing the board game Catan, of which rules are taken to write down specification and options of player. According to this knowledge is then described the design of the play-set and the design of several interfaces of the game. Implementation is briefly described and final chapters covers forms of the testing methods of interfaces and testing evaluation from user perspective.
12

Advanced Color Projector Design Based on Human Visual System

Thakur, Mahesh Kumar Singh January 2011 (has links)
No description available.
13

Um sistema de multiprojeção escalável. / A scalable multi-projector system.

Ferreira, Fernando Teubl 29 July 2011 (has links)
Sistemas de multiprojeção podem oferecer alta resolução e grande quantidade de brilho por fundamentarem-se no uso de aglomerado de projetores e podem proporcionar uma qualidade visual superior aos sistemas de projeção tradicionais compostos por um projetor de alto desempenho. Considerando o custo elevado dos projetores de alto brilho e resolução, o uso de projetores convencionais em sistemas de multiprojeção pode representar uma redução sensível no custo de implantação sem comprometer a qualidade visual. Esta tese propõe a pesquisa e o desenvolvimento de um sistema de multiprojeção escalável com o objetivo de atingir resoluções nos limites do sistema de percepção visual humano. Este sistema é denominado como resolução retina. Para tanto, foi realizada a pesquisa e a proposta de um sistema de multiprojeção escalável inovador. A viabilidade deste sistema foi comprovada através do desenvolvimento do sistema de multiprojeção chamado Fast Fusion que dentre vários recursos permite a calibração automática dos projetores através de câmeras. Na implementação da biblioteca Fast Fusion, foram realizados aprimoramentos de algoritmos conhecidos na literatura tais como os algoritmos de calibração de projetores utilizando matrizes de homografia, além da proposta de uma arquitetura inédita para suportar grande quantidade de projetores, com centenas ou até mesmo milhares de projetores e computadores gráficos. O sistema de multiprojeção desenvolvido nesta tese foi utilizado na implementação de várias aplicações de realidade virtual nas áreas de aprendizagem, treinamento, simulação, entretenimento e turismo. Por fim, este trabalho apresenta uma análise de desempenho visual e computacional do sistema proposto. / Multi-projector systems offer both higher resolution and brightness by using a cluster of projectors, providing better visual quality when compared to traditional systems using a single high performance projector. When we consider the high cost associated with high-end projectors, the use of multiple low cost projectors can reduce considerably the cost of such installation. The goal of this thesis is to research such alternatives using clusters of projects to develop a scalable multi- projector system capable of achieving a high resolution display comparable to that of a human eye. We call such display the retina display. We proved the viability of such system through the development of a multi-projector system called Fast Fusion which automatically calibrates casually aligned projectors to properly blend different projections using cameras. Our Fast Fusion system improves known algorithms in the literature for projector calibration and blending using homographic matrices. Additionally, we propose a new architecture that supports a higher number of projectors than previous approaches - our solution supports hundreds or thousands of projectors to be used together, powered by a graphics cluster. The multi-projector system developed in this thesis has been validated on several virtual reality solutions by developing applications in diverse areas such as learning, training, simulation, entertainment and tourism. Finally, this thesis presents a thorough analysis of the visual and computational performance of our system.
14

Um sistema de multiprojeção escalável. / A scalable multi-projector system.

Fernando Teubl Ferreira 29 July 2011 (has links)
Sistemas de multiprojeção podem oferecer alta resolução e grande quantidade de brilho por fundamentarem-se no uso de aglomerado de projetores e podem proporcionar uma qualidade visual superior aos sistemas de projeção tradicionais compostos por um projetor de alto desempenho. Considerando o custo elevado dos projetores de alto brilho e resolução, o uso de projetores convencionais em sistemas de multiprojeção pode representar uma redução sensível no custo de implantação sem comprometer a qualidade visual. Esta tese propõe a pesquisa e o desenvolvimento de um sistema de multiprojeção escalável com o objetivo de atingir resoluções nos limites do sistema de percepção visual humano. Este sistema é denominado como resolução retina. Para tanto, foi realizada a pesquisa e a proposta de um sistema de multiprojeção escalável inovador. A viabilidade deste sistema foi comprovada através do desenvolvimento do sistema de multiprojeção chamado Fast Fusion que dentre vários recursos permite a calibração automática dos projetores através de câmeras. Na implementação da biblioteca Fast Fusion, foram realizados aprimoramentos de algoritmos conhecidos na literatura tais como os algoritmos de calibração de projetores utilizando matrizes de homografia, além da proposta de uma arquitetura inédita para suportar grande quantidade de projetores, com centenas ou até mesmo milhares de projetores e computadores gráficos. O sistema de multiprojeção desenvolvido nesta tese foi utilizado na implementação de várias aplicações de realidade virtual nas áreas de aprendizagem, treinamento, simulação, entretenimento e turismo. Por fim, este trabalho apresenta uma análise de desempenho visual e computacional do sistema proposto. / Multi-projector systems offer both higher resolution and brightness by using a cluster of projectors, providing better visual quality when compared to traditional systems using a single high performance projector. When we consider the high cost associated with high-end projectors, the use of multiple low cost projectors can reduce considerably the cost of such installation. The goal of this thesis is to research such alternatives using clusters of projects to develop a scalable multi- projector system capable of achieving a high resolution display comparable to that of a human eye. We call such display the retina display. We proved the viability of such system through the development of a multi-projector system called Fast Fusion which automatically calibrates casually aligned projectors to properly blend different projections using cameras. Our Fast Fusion system improves known algorithms in the literature for projector calibration and blending using homographic matrices. Additionally, we propose a new architecture that supports a higher number of projectors than previous approaches - our solution supports hundreds or thousands of projectors to be used together, powered by a graphics cluster. The multi-projector system developed in this thesis has been validated on several virtual reality solutions by developing applications in diverse areas such as learning, training, simulation, entertainment and tourism. Finally, this thesis presents a thorough analysis of the visual and computational performance of our system.
15

Spatial Augmented Reality Using Structured Light Illumination

Yu, Ying 01 January 2019 (has links)
Spatial augmented reality is a particular kind of augmented reality technique that uses projector to blend the real objects with virtual contents. Coincidentally, as a means of 3D shape measurement, structured light illumination makes use of projector as part of its system as well. It uses the projector to generate important clues to establish the correspondence between the 2D image coordinate system and the 3D world coordinate system. So it is appealing to build a system that can carry out the functionalities of both spatial augmented reality and structured light illumination. In this dissertation, we present all the hardware platforms we developed and their related applications in spatial augmented reality and structured light illumination. Firstly, it is a dual-projector structured light 3D scanning system that has two synchronized projectors operate simultaneously, consequently it outperforms the traditional structured light 3D scanning system which only include one projector in terms of the quality of 3D reconstructions. Secondly, we introduce a modified dual-projector structured light 3D scanning system aiming at detecting and solving the multi-path interference. Thirdly, we propose an augmented reality face paint system which detects human face in a scene and paints the face with any favorite colors by projection. Additionally, the system incorporates a second camera to realize the 3D space position tracking by exploiting the principle of structured light illumination. At last, a structured light 3D scanning system with its own built-in machine vision camera is presented as the future work. So far the standalone camera has been completed from the a bare CMOS sensor. With this customized camera, we can achieve high dynamic range imaging and better synchronization between the camera and projector. But the full-blown system that includes HDMI transmitter, structured light pattern generator and synchronization logic has yet to be done due to the lack of a well designed high speed PCB.
16

Impedance and resolvent methods for calculating the shear waves spectra in 1D and 2D phononic waveguides / Méthodes de l’impédance et de la résolvante pour le calcul des modes de cisaillement dans des guides d’ondes phononiques 1D et 2D

Korotyaeva, Maria 06 November 2014 (has links)
Nous proposons deux méthodes pour calculer le spectre des ondes de cisaillement dans les cristaux phononiques (CP) 1D et 2D. Commençant notre étude par les CP 1D, nous développons la méthode des impédances scalaires pour la couche sur le substrat 1D.Le focus principal de ce travail est sur les CP 2D : en particulier, on considère la couche sur le substrat 2D, la plaque à conditions libres 2D et la couche entre les deux substrats 2D. Comme la matrice propagateur M à travers la cellule unitaire obtenue via l’expansion des ondes planes dans une coordonnée peut avoir des composants très grandes, notre approche consiste à la substituer par sa résolvante R= (zI−M)−1qui est numériquement stable (où z est un nombre complexe hors des pecM). Deux autres outils centraux définis par la résolvante, le projecteur spectral P de t propagateur Md pour les ondes évanescentes, entrent en jeu pour le cas des CP avec un substrat. La méthode de la résolvante, fournissant les équations de dispersion et du champ d’ondes en termes de R,P de tMd, a de multiples avantages. Elle est d’une bonne précision grâce à la solution exacte dans une coordonnée, efficace grâce à la réduction du problème à une seule cellule unitaire, même pour un substrat semi-infini, et polyvalente, puisque applicable pour les structures uniformes ou périodiques à 1D ou 2D. De plus, la méthode peut être généralisée aux CP à 3D et aux ondes vectorielles.Dans les exemples numériques, nous calculons les bandes d’arrêt de basse fréquence et les comparons avec les profils de symétrie axiale et les profils perturbées. / We propose two methods for calculating the shear waves spectra in 1D and 2D phononiccrystal (PC) wave guides. Starting this study with 1D PC, we consider the 1D-periodic coated substrate. Here we develop scalar impedance method providing efficient means for analysis and calculation of dispersion spectrum. The main focus of our work in on the 2D PC’s: the 2D PC layer on a substrate, the freePC plate and the PC plate sandwiched between two substrates.Since the propagator Mover a unit cell approximated by Fourier harmonics in one coordinate can have very large components, we introduce its resolvent R= (zI−M)−1(z is a complex number outside of specM) as a numerically stable substitute. Another two key tools given in terms of there solvent, a spectral projector Pd and propagator Md for the decreasing modes, come intoplay in the case of a wave guide with a substrate. The resolvent method providing simple dispersion and wave field equations in termsof R,Pd and Md has several advantages. It is of a good precision due to the exact solution in one direction, computationally cheap due to the reduction of the problem to one unitcell even in a semi-infinite substrate, and versatile since it is applicable to uniform, 1D- or 2D-periodic structures. More over, it is extendible to P/SVwaves and 3D PC.In numerical examples, we model low-frequency band gaps and compare them for the mirror-symmetric and perturbed profiles.
17

Context-based Innovative Mobile User Interfaces

Zhou, Yun 08 October 2012 (has links) (PDF)
Avec le développement de différents capteurs et des dispositifs, l'informatique ne se limite plus à la mode bureautique. Cependant, l'interface utilisateur traditionnelle, utilisée sur l'ordinateur de bureau, n'est plus approprié pour l'informatique ubiquitaire. La complexité de l'environnement mobile demande la conception d'interfaces dédiées impliquant des techniques d'entrée et la sortie qui contiennent les nouvelles caractéristiques émergentes au-delà des techniques traditionnelles. L'une des solutions possibles pour permettre l'interaction omniprésente soit le nomadisme, soit la mobilité. Nous proposons trois interfaces liées à ces deux solutions: L'interface fixé dan l'environnement (abréviation de IEI en anglais), interface dépendante de l'environnement (EDI) et Interface Indépendante de l'environnement (EII). Tout d'abord, nous présentons globalement notre approche sur la conception de ces trois interfaces innovantes (IEI, EDI et EII), leurs configurations portées (dispositif d'affichage portée sur les lunettes plus caméra et dispositif d'affichage pico-projecteur plus caméra), des exemples réels d'utilisation et une évaluation préliminaire des techniques d'entrée de sélection pour prouver la faisabilité de nos prototypes. Par la suite, nous proposons sur les dispositifs portées, et seule les EDI et les EII seraient étudié plus en détail. Afin de concrétiser l'EDI et l'EII, nous proposons un continuum allant de l'interface physique, l'interface mixte physique-numérique, jusqu'à l'interface totalement numérique. Basé sur l'interface physique, nous proposons le système MobilePaperAccess qui sur le dispositif d'affichage portée sur les lunettes plus caméra permettant l'accès à l'information numérique à partir d'une interface imprimé du papier. Ce système est conçu pour valider nos concepts de l'EDI et de l'EII. Les deux types d'interfaces (EDI et EII) et trois techniques d'entrée (doigt, masque et carnet) ont été évaluées par les méthodes quantitatives et qualitatives avec ce système. Basé sur l'interface numérique projetée multi-échelle, le système PlayAllAround est sur dispositif d'affichage pico-projecteur plus caméra, et il pouvoir fournir un affichage à différentes tailles, à la plus petite, individuelle et portée, à la plus grande, partageable et publique. Pour la conception de ce système, nous proposons une décomposition de l'interface basée sur une de cellule de référence de taille fixé pourrait la mise à l'échelle de l'interface en fonctionne de la taille de projection. Le geste de sélection sur un vol et l'interface multi-échelle ont été évalués avec ce système. Les résultats de nos expériences ont montré que PlayAllAround fonctionne bien avec le geste de sélection sur un vol et l'interface multi-échelle. Pour aller plus loin, nous explorons les gestes de la main, y compris le geste stationnaire, le geste de pincement et le geste de fermeture du poing. Nous employons le geste de pincement et le geste de fermeture du poing comme entrée pour pointer, l'action de glisser-déposer et la action de tracer. Afin de satisfaire aux exigences de l'interaction dans la vie quotidienne, nous étudions comment l'utilisateur peut interagir avec ces gestes à l'arrêt ou en marchant. Nous comparons les interactions du geste de sélection sur un vol et geste de pincement dans trois situations que debout, assis et en marchant. En outre, l'évaluation de l'interface projetée, ainsi que la satisfaction sur le fonctionnement de la configuration porté sur la tête a été faite et discutée. Enfin, le long du continuum, nous continuons à étudier sur l'interface mixte par un dispositif pico-projecteur plus caméra dans le but de concrétiser les concepts de l'EDI et de l'EII. L'interface mixte contient une partie physique basée sur des marqueurs d'ARToolkit et une partie numérique projetée. Comme l'écran de projection est une méthode alternative pour afficher plus d'information sans aucun support physique, l'interface mixte a la capacité de contenir davantage d'informations ainsi que de fournir plus de choix dynamiques par rapport à l'interface physique seul. En conclusion, dans cette thèse, nous avons étudié de manière théorique, la conception innovante, et nous avons proposons les prototypes concrètes et les avons évalués par les deux études quantitatives et qualitatives avec des utilisateurs. Plus généralement, ce travail est une étude multi-facette sur les interfaces portées innovantes, ainsi que les techniques avancées d'entrée et de sortie, ce qui ouvre des prospectives pour futures recherches sur les interfaces portées.
18

Seamless Automatic Projector Calibration of Large Immersive Displays using Gray Code

Andersson, Carl January 2013 (has links)
Calibrating multiple projectors to create a distortion free environment is required in many fields e.g. simulators and the calibration may be done in a series different ways. This report will cover an automatic single camera projector calibration algorithm.The algorithm handles multiple projectors and can handle projectors covering bigger field of view than a camera by supporting image stitching. A proof of concept blending algorithm is also presented. The algorithm includes a new developed interpolation method building on spline surfaces and an orientation calculation algorithm that calculates the orientation difference between two camera views. Using the algorithm to calibrate, gives pixel accuracy of less than 1 camera pixel after interpolation and the relation between two views are calculated accurately. The images created using the algorithm is distortion free and close to seamless. The algorithm is limited to a controlled projector environment and calibrates the projectors for a single viewpoint. Furthermore, the camera needs to be calibrated positioned in the sweet spot although it can be arbitrary rotated.
19

Virtual Rear Projection: Improving the User Experience with Multiple Redundant Projectors

Summet, Jay W. 22 August 2007 (has links)
Front projection is an economical method to produce large displays. However, the twin problems of occlusions, which create shadows on the screen, and light projected onto users near the screen, potentially blinding them, makes front projection a poor fit for large upright interactive surfaces. Virtual Rear Projection (VRP) uses multiple redundant front projectors to provide the user experience of using a rear projected display. By using a projector-camera system to mitigate shadows and blinding light, a virtual rear projected display significantly improves upon the user experience of a traditional front projected display, allowing it to replace a rear projected display. In this thesis we characterize the problems caused by shadows and occlusions and develop projection technologies that mitigate shadows and blinding light. We also present a laboratory performance evaluation, and a user evaluation of the technology showing that VRP improves the user experience with respect to traditional front projection.
20

Block-Based Equalization Using Nonorthogonal Projector with Bayesian Decision Feedback Equalizer for CP-OFDM Systems

Hsieh, Chih-nung 07 August 2006 (has links)
All digital communication channels are subject to inter-symbol interference (ISI). To achieve the desired system performance, at receiver end, the effect of ISI must be compensated and the task of the equalizer is to combat the degrading effects of ISI on the transmission. Due to the demand of high data transmission rate, the multicarrier modulation (MCM) technique implemented with the orthogonal frequency division multiplexing (OFDM) has been adopted in many modern communications systems for block transmission. In block transmission systems, transmitter-included redundancy using finite-impulse response (FIR) filterbanks can be utilized to suppress inter-block-interference (IBI). However, the length of redundancy will affect the system performance, which is highly dependent on the length of channel impulse response. To deal with the effect of ISI, many equalizing schemes have been proposed, among them the FIR zero-forcing (ZF) equalizer with the non-orthogonal projector provides a useful transceiver design structure for suppressing the IBI and ISI, simultaneously. In this thesis, we propose a new equalizing scheme; it combines the FIR-ZF equalizer with non-orthogonal projector as well as the Bayesian decision feedback equalizer (DFE) for IBI and ISI suppression. The Bayesian DFE is known to be one of the best schemes to achieve the desired performance for eliminating ISI. It can be employed to achieve the full potential of symbol-by-symbol equalizer. That is, after removing the effect of IBI with the non-orthogonal projector, the Bayesian DFE is employed for eliminating the ISI, simultaneously. For comparison, the system performance, in term of bit error rate (BER) is investigated, and compared with the minimum mean square error (MMSE)-IBI-DFE. The advantage of the new proposed equalizing scheme is verified via computer simulation under condition of insufficient redundancy.

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