50 resultados para Electroluminescent display systems.
Resumo:
Most sedimentary modelling programs developed in recent years focus on either terrigenous or carbonate marine sedimentation. Nevertheless, only a few programs have attempted to consider mixed terrigenous-carbonate sedimentation, and most of these are two-dimensional, which is a major restriction since geological processes take place in 3D. This paper presents the basic concepts of a new 3D mathematical forward simulation model for clastic sediments, which was developed from SIMSAFADIM, a previous 3D carbonate sedimentation model. The new extended model, SIMSAFADIM-CLASTIC, simulates processes of autochthonous marine carbonate production and accumulation, together with clastic transport and sedimentation in three dimensions of both carbonate and terrigenous sediments. Other models and modelling strategies may also provide realistic and efficient tools for prediction of stratigraphic architecture and facies distribution of sedimentary deposits. However, SIMSAFADIM-CLASTIC becomes an innovative model that attempts to simulate different sediment types using a process-based approach, therefore being a useful tool for 3D prediction of stratigraphic architecture and facies distribution in sedimentary basins. This model is applied to the neogene Vallès-Penedès half-graben (western Mediterranean, NE Spain) to show the capacity of the program when applied to a realistic geologic situation involving interactions between terrigenous clastics and carbonate sediments.
Resumo:
In this paper we present the ViRVIG Institute, a recently created institution that joins two well-known research groups: MOVING in Barcelona, and GGG in Girona. Our main research topics are Virtual Reality devices and interaction techniques, complex data models, realistic materials and lighting, geometry processing, and medical image visualization. We briefly introduce the history of both research groups and present some representative projects. Finally, we sketch our lines for future research
Resumo:
An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.
Resumo:
An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.
Resumo:
An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.
Resumo:
In robotics, having a 3D representation of the environment where a robot is working can be very useful. In real-life scenarios, this environment is constantly changing for example by human interaction, external agents or by the robot itself. Thus, the representation needs to be constantly updated and extended to account for these dynamic scene changes. In this work we face the problem of representing the scene where a robot is acting. Moreover, we ought to improve this representation by reusing the information obtained in previous scenes. Our goal is to build a method to represent a scene and to update it while changes are produced. In order to achieve that, different aspects of computer vision such as space representation or feature tracking are discussed
Resumo:
Forecasting coal resources and reserves is critical for coal mine development. Thickness maps are commonly used for assessing coal resources and reserves; however they are limited for capturing coal splitting effects in thick and heterogeneous coal zones. As an alternative, three-dimensional geostatistical methods are used to populate facies distributionwithin a densely drilled heterogeneous coal zone in the As Pontes Basin (NWSpain). Coal distribution in this zone is mainly characterized by coal-dominated areas in the central parts of the basin interfingering with terrigenous-dominated alluvial fan zones at the margins. The three-dimensional models obtained are applied to forecast coal resources and reserves. Predictions using subsets of the entire dataset are also generated to understand the performance of methods under limited data constraints. Three-dimensional facies interpolation methods tend to overestimate coal resources and reserves due to interpolation smoothing. Facies simulation methods yield similar resource predictions than conventional thickness map approximations. Reserves predicted by facies simulation methods are mainly influenced by: a) the specific coal proportion threshold used to determine if a block can be recovered or not, and b) the capability of the modelling strategy to reproduce areal trends in coal proportions and splitting between coal-dominated and terrigenousdominated areas of the basin. Reserves predictions differ between the simulation methods, even with dense conditioning datasets. Simulation methods can be ranked according to the correlation of their outputs with predictions from the directly interpolated coal proportion maps: a) with low-density datasets sequential indicator simulation with trends yields the best correlation, b) with high-density datasets sequential indicator simulation with post-processing yields the best correlation, because the areal trends are provided implicitly by the dense conditioning data.
Resumo:
Se revisa la visualización de la información desde una perspectiva comunicativa, considerándola como una nueva fórmula para la divulgación de datos complejos a un público heterogéneo y no versado en el análisis de datos cuantitativos. Se propone la incorporación de las técnicas de storytelling como herramienta para mantener la atención y conducir la lectura de las visualizaciones, y complementar las dos bases tradicionales de la disciplina: percepción e interacción. La reflexión se acompaña de visualizaciones publicadas en el marco de la comunicación de masas, desde propuestas presentadas por la prensa generalista anglosajona a aplicaciones en línea con el objetivo de aproximar los datos a los ciudadanos.
Resumo:
The topographical distribution of sciatic and femoral nerve sensory neuronal somata in the L4 dorsal root ganglion of the adult rat was mapped after retrograde tracing with one or two of the dyes Fast Blue, Fluoro-Gold, or Diamidino Yellow. The tracers were applied to the proximal transected end of either nerve alone, or from both nerves in the same animal using separate tracers. Three-dimensional reconstructions of the distribution of labelled neurones were made from serial sections of the L4 dorsal root ganglion which is the only ganglion that these two nerves share. The results showed that with little overlap, femoral nerve neurones distribute dorsally and rostrally whereas sciatic nerve neurones distribute medially and ventrally. This finding indicates the existence of a somatotopical organisation for the representation of different peripheral nerves in dorsal root ganglia of adult animals.
Resumo:
Interception requires precise estimation of time-to-contact (TTC) information. A long-standing view posits that all relevant information for extracting TTC is available in the angular variables, which result from the projection of distal objecs on to the retina. The diferent timing models rooted in this tradition have consequently relied on combining visual angle and its rate of expansion in diferent ways with tau being the most well-known solution for TTC...
Resumo:
Las navidades pasadas se presentó en las salas de cine El Cascanueces en 3D. Se trata de una adaptación libre del cuento de hadas de Navidad El Cascanueces y el rey de los ratones,2 creado por un escritor, músico, pintor, dramaturgo y jurista alemán llamado Ernst Theodor Amadeus Hoffmann3 (1776-1822). Hoffmann, gran admirador de Mozart, cambió su tercer nombre por el del músico austriaco y durante muchos años se ganó la vida como crítico musical,compositor y director de orquesta
Resumo:
Se presenta el mapa gravimétrico de la Cubeta Alavesa, donde se pueden localizar de forma clara los diapiros salinos aflorantes en la misma, y también otras estructuras también diapíricas situadas a mayor profundidad. Se ha modelizado en 3D, mediante dos técnicas gravimétricas diferentes, el diapiro de Salinas de Añana. El cual presenta una gran extensión en superficie pero que en cambio no se proyecta de la misma manera en profundidad, habiéndose detectado la presencia de una extensión lateral u overghang hacia el SW.
Resumo:
Major challenges must be tackled for brain-computer interfaces to mature into an established communications medium for VR applications, which will range from basic neuroscience studies to developing optimal peripherals and mental gamepads and more efficient brain-signal processing techniques.
Resumo:
Elmercat de jocs i de pel•lícules d'entreteniment demana constantment entornsmés realistes i efectes que sorprenguin a l'espectador.Els gràfics 3D interactius (per exemple, dels jocs) han vist una evoluciósorprenent en les dues últimes dècades. Hem passat de representacions moltesquemàtiques i simplificades dels entorns, a una qualitat visual que aviatserà indistingible de la realitat. El projecte tracta de desenvolupar un motor 3D des de zero. Es podria haver utilitzatun motor 3D ja disponible com a base, com per exemple el popular Unity,però s’ha decidit crear-lo ja que això dóna l’ oportunitat de conèixer com funcionen els motoscomercials i provar noves idees. En resum, és un treball difícil, però moltenriquidor, la qual cosa comporta una gran motivacio.S’han utilitzat noves tecnologies. No només s’ha volgut desenvoluparun motor 3D des de zero, si no que s’han volgut provar noves llibreries gràfiques i nous formats de dades 3d. El mercat té força oferta de les duess, per la qualcosa s’ha aprofitat l’ oportunitat per aprendre duess tecnologies noves.El procés de desenvolupar un projecte utilitzant tecnologies desconegudes permetrà aprendre els seus punts forts i febles, podent fer-neuna anàlisi crítica, que d'altra manera no es tindria.Finalment, s’ha implementat i comparat quatre algorismes de shading.La selecció dels quatre algorismes ha estat en base a les diferentsnecessitats que intenten cobrir. El primer, el Forward Shading, és l'algorismeclàssic, utilitzat des de fa dècades, però que teòricament escala malament respecte a la quantitat de llums. El segon, el Deferred Shading, teòricament,escala molt bé amb moltes llums, però té un cost base elevat, i un consum altde memòria. El tercer, el Deferred Lighting, és una variació de l'anterior queintenta reduir el cost base i l'úss de memòria. L'últim, el Inferred Lighting,intenta explotar la baixa freqüència de la il•luminació dels entorns 3D, persuportar una gran quantitat de llums amb un molt bon rendiment.Un cop implementats aquests quatre algorismes, s’han pogut compararrespecte el seu ús de la GPU, i el seu comportament en diferents tipusd'escenes, per tal de tenir una visió global de quin algorisme és adequat encada situació
Resumo:
L’objectiu d’aquest projecte és el desenvolupament d’una eina d’alt nivell pel modelatged’edificis procedurals que permeti copiar i enganxar parts arbitràries d’un edifici en un altre.Els edificis procedurals es basen en l’execució iterativa d’un conjunt de regles, que es podenrepresentar per un graf d’operacions. Per tant, l’operació de copiar i enganxar es centra enla reescriptura dels grafs de regles amb l’objectiu de modificar els edificis per tal de duraquesta tasca. Donat que es treballa sobre la plataforma de recerca anomenada skylineEngine,que s’executa sobre el programari Houdini 3D, l’aplicació també estarà implementada a sobred’aquesta plataforma