31 resultados para Perfect

em Cambridge University Engineering Department Publications Database


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A new liquid crystal device structure has been developed using a vertically grown Multi-Wall Carbon NanoTube (MWCNT) as a 3D electrode structure, which allows complicated phase only hologram to be displayed using conventional liquid crystal materials. The nanotubes act as an individual electrode sites that generate an electric field profile, dictating the refractive index profile with the liquid crystal cell. Changing the electric field applied makes it possible to tune the properties to modulate the light in an ideal kinoform. A perfect 3D image can be generated by a computer generated hologram by using the diffraction of the light from the hologram pixels to create an optical wave front that appears to come from 3D object. A multilevel phase modulating device based on nematic LC's is also under progress, which will be used with the LC/CNT devices on an LCOS backplane to project a full 3D image from the kinoform.

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Fading channels, which are used as a model for wireless communication, are often analyzed by assuming that the receiver is aware of the realization of the channel. This is commonly justified by saying that the channel varies typically slowly with time, and the receiver is thus able to estimate it. However, this assumption is optimistic, since it is prima facie not clear whether the channel can be estimated perfectly. This paper investigates the quality of this assumption by means of the channel capacity. In particular, results on the channel capacity of fading channels are presented, both when the receiver is aware of the realization of the channel and when it is aware only of its statistics. A comparison of these results demonstrates that information- theoretic analyses of fading channels that are based on the assumption that the receiver is aware of the channel's realization can yield helpful insights, but have to be taken with a pinch of salt. ©2009 IEEE.

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Social interactions in classic cognitive games like the ultimatum game or the prisoner's dilemma typically lead to Nash equilibria when multiple competitive decision makers with perfect knowledge select optimal strategies. However, in evolutionary game theory it has been shown that Nash equilibria can also arise as attractors in dynamical systems that can describe, for example, the population dynamics of microorganisms. Similar to such evolutionary dynamics, we find that Nash equilibria arise naturally in motor interactions in which players vie for control and try to minimize effort. When confronted with sensorimotor interaction tasks that correspond to the classical prisoner's dilemma and the rope-pulling game, two-player motor interactions led predominantly to Nash solutions. In contrast, when a single player took both roles, playing the sensorimotor game bimanually, cooperative solutions were found. Our methodology opens up a new avenue for the study of human motor interactions within a game theoretic framework, suggesting that the coupling of motor systems can lead to game theoretic solutions.

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An asymptotic recovery design procedure is proposed for square, discrete-time, linear, time-invariant multivariable systems, which allows a state-feedback design to be approximately recovered by a dynamic output feedback scheme. Both the case of negligible processing time (compared to the sampling interval) and of significant processing time are discussed. In the former case, it is possible to obtain perfect. © 1985 IEEE.

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In spite of over two decades of intense research, illumination and pose invariance remain prohibitively challenging aspects of face recognition for most practical applications. The objective of this work is to recognize faces using video sequences both for training and recognition input, in a realistic, unconstrained setup in which lighting, pose and user motion pattern have a wide variability and face images are of low resolution. In particular there are three areas of novelty: (i) we show how a photometric model of image formation can be combined with a statistical model of generic face appearance variation, learnt offline, to generalize in the presence of extreme illumination changes; (ii) we use the smoothness of geodesically local appearance manifold structure and a robust same-identity likelihood to achieve invariance to unseen head poses; and (iii) we introduce an accurate video sequence "reillumination" algorithm to achieve robustness to face motion patterns in video. We describe a fully automatic recognition system based on the proposed method and an extensive evaluation on 171 individuals and over 1300 video sequences with extreme illumination, pose and head motion variation. On this challenging data set our system consistently demonstrated a nearly perfect recognition rate (over 99.7%), significantly outperforming state-of-the-art commercial software and methods from the literature. © Springer-Verlag Berlin Heidelberg 2006.