33 resultados para Computer Graphics Interattiva, Maya 3D, Unity 3D.


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Computer display height and desk design to allow forearm support are two critical design features of workstations for information technology tasks. However there is currently no 3D description of head and neck posture with different computer display heights and no direct comparison to paper based information technology tasks. There is also inconsistent evidence on the effect of forearm support on posture and no evidence on whether these features interact. This study compared the 3D head, neck and upper limb postures of 18 male and 18 female young adults whilst working with different display and desk design conditions. There was no substantial interaction between display height and desk design. Lower display heights increased head and neck flexion with more spinal asymmetry when working with paper. The curved desk, designed to provide forearm support, increased scapula elevation/protraction and shoulder flexion/abduction.

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Aura explored the potential of motion capture and 3D stereo projection to visualize 1950's dance philosopher, Susanne K. Langer's notion of 'virtual force'.

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We present a case study of scanning 3D objects for the purposes of education and public information. We begin by describing the original design of a 3D scanning system now in use in Cairo’s Egyptian Museum. The system captures both the geometry and surface color and detail of museum artifacts. We report on the experience using the system in the museum setting, and how practical problems with the system were addressed. We present samples of how the processed 3D data will be used on a web site designed to communicate Egyptian culture.We present a case study of scanning 3D objects for the purposes of education and public information. We begin by describing the original design of a 3D scanning system now in use in Cairo’s Egyptian Museum. The system captures both the geometry and surface color and detail of museum artifacts. We report on the experience using the system in the museum setting, and how practical problems with the system were addressed. We present samples of how the processed 3D data will be used on a web site designed to communicate Egyptian culture.

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A complete and highly robust 3D reconstruction algorithm based on stereo vision is presented. The developed system is capable of reconstructing dimensionally accurate 3D models of the objects and is very simple and cost effective due to its prominent software dependency and minimal hardware involvevment unlike existing systems.

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How to recognize human action from videos captured by modern cameras efficiently and effectively is a challenge in real applications. Traditional methods which need professional analysts are facing a bottleneck because of their shortcomings. To cope with the disadvantage, methods based on computer vision techniques, without or with only a few human interventions, have been proposed to analyse human actions in videos automatically. This paper provides a method combining the three dimensional Scale Invariant Feature Transform (SIFT) detector and the Latent Dirichlet Allocation (LDA) model for human motion analysis. To represent videos effectively and robustly, we extract the 3D SIFT descriptor around each interest point, which is sampled densely from 3D Space-time video volumes. After obtaining the representation of each video frame, the LDA model is adopted to discover the underlying structure-the categorization of human actions in the collection of videos. Public available standard datasets are used to test our method. The concluding part discusses the research challenges and future directions.

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Vincs, McCormick and dancers Steph Hutchinson & Megan Beckwith present live motion capture interactive pipelines that visualise the kinematics of a performer’s movement in stereoscopic environments created using the Unity game engine, and discuss their use in Choreotopography (2010) and Choreotopography (2011). This work forms part of Vincs’ ARC Discovery Project Capturing Dance: using motion capture to enhance the creation of innovative Australian dance (DP0987101).

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In this paper, we discuss an approach to localisation of a moving object in 3D space. The method used to track this object is angle only measurements obtained via radar elements strategically placed within the X, Y and Z planes. In addition, computer simulations are conducted to verify the theoretical assertions presented with respect to the application employing an Extended Kalman Filter.

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We propose a framework for visual and haptic collaboration in 3D shared virtual spaces. Virtual objects can de declared as shared objects which visual and physical properties are rendered synchronously on each client computer. We introduce virtual tools which are shared objects associated with interactive and haptic devices. We implement the proposed ideas as new pilot versions of BS Collaborate server and BS Contact VRML/X3D viewer. In our collaborative framework, two pipelines-visual and haptic-complement each other to provide a simple and efficient solution to problem requiring collaboration in shared virtual spaces on the Web. We discuss two implementation frameworks based on the strong and thin server concepts.

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Finding the skeleton of a 3D mesh is an essential task for many applications such as mesh animation, tracking, and 3D registeration. In recent years, new technologies in computer vision such as Microsoft Kinect have proven that a mesh skeleton can be useful such as in the case of human machine interactions. To calculate the 3D mesh skeleton, the mesh properties such as topology and its components relations are utilized. In this paper, we propose the usage of a novel algorithm that can efficiently calculate a vertex antipodal point. A vertex antipodal point is the diametrically opposite point that belongs to the same mesh. The set of centers of the connecting lines between each vertex and its antipodal point represents the 3D mesh desired skeleton. Post processing is completed for smoothing and fitting centers into optimized skeleton parts. The algorithm is tested on different classes of 3D objects and produced efficient results that are comparable with the literature. The algorithm has the advantages of producing high quality skeletons as it preserves details. This is suitable for applications where the mesh skeleton mapping is required to be kept as much as possible.

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This paper addresses the problem of fully-automatic localization and segmentation of 3D intervertebral discs (IVDs) from MR images. Our method contains two steps, where we first localize the center of each IVD, and then segment IVDs by classifying image pixels around each disc center as foreground (disc) or background. The disc localization is done by estimating the image displacements from a set of randomly sampled 3D image patches to the disc center. The image displacements are estimated by jointly optimizing the training and test displacement values in a data-driven way, where we take into consideration both the training data and the geometric constraint on the test image. After the disc centers are localized, we segment the discs by classifying image pixels around disc centers as background or foreground. The classification is done in a similar data-driven approach as we used for localization, but in this segmentation case we are aiming to estimate the foreground/background probability of each pixel instead of the image displacements. In addition, an extra neighborhood smooth constraint is introduced to enforce the local smoothness of the label field. Our method is validated on 3D T2-weighted turbo spin echo MR images of 35 patients from two different studies. Experiments show that compared to state of the art, our method achieves better or comparable results. Specifically, we achieve for localization a mean error of 1.6-2.0 mm, and for segmentation a mean Dice metric of 85%-88% and a mean surface distance of 1.3-1.4 mm.

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A number of methods have been used to make electronic medical microdevices biocompatible. This paper presents a novel approach for design and fabrication of biocompatible silicone enclosures for implantable medical microdevices. The approach involves design and formation of a 3D model of the enclosure using a computer-aided design software tool, followed by 3D printing of the enclosures using a bioplotter. Three different implantable enclosure designs are presented. The fabrication of the three enclosures is given. An evaluation of the suitability of the enclosures for implantation of a deep brain stimulation microdevice is discussed through submersion and operation tests. The evaluation results are presented and discussed.