9 resultados para depth perception

em Deakin Research Online - Australia


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Modern helmet-mounted night vision devices, such as the Thales TopOwl helmet, project imagery from intensifiers mounted on the side of the helmet onto the helmet faceplate. The increased separation of the cameras induces hyperstereopsis - the exaggeration of the stereoscopic disparities that support the perception of relative depth around the point of fixation. Increased camera separation may also affect absolute depth perception, because it increases the amount of vergence (crossing) of the eyes required for binocular fusion, and because the differential perspective from the viewpoints of the two eyes is increased. The effect of hyperstereopsis on the perception of absolute distance was investigated using a large-scale stereoscopic display system. A fronto-parallel textured surface was projected at a distance of 6 metres. Three stereoscopic viewing conditions were simulated - hyperstereopsis (four times magnification), normal stereopsis, and hypostereopsis (one quarter magnification). The apparent distance of the surface was measured relative to a grid placed in a virtual "leaf room" that provided rich monocular cues, such as texture gradients and linear perspective, to absolute distance as well as veridical sterescopic disparity cues. The different stereoscopic viewing conditions had no differential effect on the apparent distance of the textured surface at this viewing distance

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A vision based approach for calculating accurate 3D models of the objects is presented. Generally industrial visual inspection systems capable of accurate 3D depth estimation rely on extra hardware tools like laser scanners or light pattern projectors. These tools improve the accuracy of depth estimation but also make the vision system costly and cumbersome. In the proposed algorithm, depth and dimensional accuracy of the produced 3D depth model depends on the existing reference model instead of the information from extra hardware tools. The proposed algorithm is a simple and cost effective software based approach to achieve accurate 3D depth estimation with minimal hardware involvement. The matching process uses the well-known coarse to fine strategy, involving the calculation of matching points at the coarsest level with consequent refinement up to the finest level. Vector coefficients of the wavelet transform-modulus are used as matching features, where wavelet transform-modulus maxima defines the shift invariant high-level features with phase pointing to the normal of the feature surface. The technique addresses the estimation of optimal corresponding points and the corresponding 2D disparity maps leading to the creation of accurate depth perception model.


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Virtual training systems are attracting paramount attention from the manufacturing industries due to their potential advantages over the conventional training practices such as general assembly. Within this virtual training realm for general assembly, a haptically enabled interactive and immersive virtual reality (HIVEx) system is presented. The idea is to imitate real assembly training scenarios by providing comprehensive user interaction as well as by enforcing physical constraints within the virtual environment through the use of haptics technology. The developed system employs a modular system approach providing flexibility of reconfiguration and scalability as well as better utilization of the current multi-core computer architecture. The user interacts with the system using haptics device and data glove while fully immersed into the virtual environment with depth perception. An evaluation module, incorporated into the system, automatically logs and evaluates the information through the simulation providing user performance and improvements over time. A ruggedized portable version of the system is also developed and presented with full system capabilities allowing easy relocation with different factory environments. A number of training scenarios has been developed with varying degree of complexity to exploit the potential of the presented system. The presented system can be employed for teaching and training of existing assembly processes as well as the design of new optimised assembly operations. Furthermore, the presented system can assist in optimizing existing practices by evaluating the effectiveness and the level of knowledge transfer involved in the process. Within the aforementioned conceptual. framework, a working prototype is developed.

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The Centre for Intelligent Systems Research (CISR) based within Deakin University’s Geelong campus has been developing technology specifically for remote render-safe of IED since being awarded a CTD contact in 2006. During this time, research engineers have worked with key defence and industry stakeholders to develop a series of robotic platforms tasked with immersing a soldier in his or her remote environment. Utilising Haptics (force feedback technology), stereovision (binocular video stream for depth perception) and intuitive user controls, the robots have been engineered to deliver maximum effectiveness while allowing minimal training liability. In Victoria, CISR’s OzBot series of mobile platforms have been used by the Victorian Police in a first-responder capacity, exploiting the 30-sec system boot-up and man-portable design to get eyes-on-target at the soonest possible moment. The CISR robotics group has been working on technologies that reduce operator fatigue, minimise training liability and maintenance, developing simulation technologies for increased training availability and develop mobile platforms with increased range, payload, manipulator reach and capability. This paper describes some of the technologies, methods and systems developed by CISR in the field of IED neutralisation with the aim of increasing military awareness of Australian capability.

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In a series of 6 experiments, two hypotheses were tested: that nominal heading perception is determined by the relative motion of images of objects positioned at different depths (R. F. Wang & J. E. Cutting 1999) and that static depth information contributes to this determination. By manipulating static depth information while holding retinal-image motion constant during  simulated self-movement, the authors found that static depth information played a role in determining perceived heading. Some support was also found for the involvement of R. F. Wang and J. E. Cutting’s (1999) categories of object-image relative motion in determining perceived heading. However, results suggested an unexpected functional dominance of information about heading relative to apparently near objects.

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Investigates visual information that enables human to effectively guide their movement through the environment. This problem is fundamental to the study of human behaviour, since survival is contingent upon the acquisition of resources that lie in different locations throughout the environment.

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Theoretically, a contribution of this article is the pinpointed connection between corporate ethics and trust in intra-corporate relationships. Furthermore, it contributes to a conceptual framework that distinguishes between the constructs of business ethics and corporate ethics. The authors also provide a grounded conceptual framework of corporate ethics and trust. The principal dyadic determinants of corporate ethics in intra-corporate relationships are interpreted to be management behaviour versus employee perception of that behaviour. Empirically, the contribution is an in-depth and longitudinal case description that underpins the topic and the discussion provided in the article.

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Modern helmet-mounted night vision devices, such as the Thales TopOwl helmet, project imagery from intensifiers mounted on the sides of the helmet onto the helmet faceplate. This produces a situation of hyperstereopsis in which binocular disparities are magnified. This has the potential to distort the perception of slope in depth (an important cue to landing), because the slope cue provided by binocular disparity conflicts with veridical cues to slope, such as texture gradients and motion parallax. In the experiments, eight observers viewed sparse and dense textured surfaces tilted in depth under three viewing conditions: normal stereo hyper-stereo (4 times magnification), and hypostereo (1 / 4 magnification). The surfaces were either stationary, or rotated slowly around a central vertical axis. Stimuli were projected at 6 metres to minimise conflict between accommodation and convergence, and stereo viewing was provided by a Z-screen and passive polarised glasses. Observers matched perceived visual slope using a small tilt table set by hand. We found that slope estimates were distorted by hyperstereopsis, but to a much lesser degree than predicted by disparity magnification. The distortion was almost completely eliminated when motion parallax was present.