131 resultados para swd: Videobearbeitung


Relevância:

10.00% 10.00%

Publicador:

Resumo:

This contribution discusses the effects of camera aperture correction in broadcast video on colour-based keying. The aperture correction is used to ’sharpen’ an image and is one element that distinguishes the ’TV-look’ from ’film-look’. ’If a very high level of sharpening is applied, as is the case in many TV productions then this significantly shifts the colours around object boundaries with hight contrast. This paper discusses these effects and their impact on keying and describes a simple low-pass filter to compensate for them. Tests with colour-based segmentation algorithms show that the proposed compensation is an effective way of decreasing the keying artefacts on object boundaries.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Given arbitrary pictures, we explore the possibility of using new techniques from computer vision and artificial intelligence to create customized visual games on-the-fly. This includes coloring books, link-the-dot and spot-the-difference popular games. The feasibility of these systems is discussed and we describe prototype implementation that work well in practice in an automatic or semi-automatic way.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Die Zukunftsforschung in Deutschland hat eine Geschichte, deren Wurzeln bis ins 19. Jahrhundert zurückreichen. Im ersten Teil wird dargestellt, wie sich seit etwa 1890 ein systematischer Umgang mit Zukunftsfragen herausbildete, welche Ansätze in der Zwischenkriegszeit entwickelt wurden, unter welchen Bedingungen sich die „Futurologie“ nach 1945 allmählich etablierte und welchen Stand sie bis zum Ende ihrer ersten Hochkonjunktur um 1970 erreichte. Den Schwerpunkt bildet dabei eine Analyse der unterschiedlichen methodischen Strömungen sowie der Institutionalisierung.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Die Autoren gehen davon aus, dass es soziale und kulturräumliche Unterschiede in den Wahrnehmungsweisen von zukünftigen Klimarisiken gibt und begründen ihre Annahme in theoretischer Hinsicht unter Hinzuziehung der sozialen Konstruktion der Wirklichkeit. Berichtet wird aus einem Forschungsprojekt, das die gesellschaftliche Verarbeitung von Klimarisiken in Küstenstädten der südlichen Nord- und Ostsee im Hinblick darauf untersucht, welche Vorstellungen von einer Vulnerabilität und Resilienz vorliegen. Ausführlich wird das methodische Design der Studie dargestellt. Im Rahmen einer Methodentriangulation wird eine standardisierte Delphi-Expertenbefragung mit einer wissenssoziologischen Diskursanalyse verbunden, um sowohl bisherige als auch zukünftige Vorstellungen von Vulnerabilität und Resilienz zu erheben. Am Beispiel ausgewählter Ergebnisse wird empirisch nachgewiesen, dass Wahrnehmungsunterschiede von Klimarisiken größer sind als angenommen. Die Ergebnisse sind allein aus den Delphi-Daten nicht erklärbar. Ein möglicher Erklärungsansatz ergibt sich ergänzend aus den Erkenntnissen der wissenssoziologischen Diskursanalyse.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Mixed Reality (MR) aims to link virtual entities with the real world and has many applications such as military and medical domains [JBL+00, NFB07]. In many MR systems and more precisely in augmented scenes, one needs the application to render the virtual part accurately at the right time. To achieve this, such systems acquire data related to the real world from a set of sensors before rendering virtual entities. A suitable system architecture should minimize the delays to keep the overall system delay (also called end-to-end latency) within the requirements for real-time performance. In this context, we propose a compositional modeling framework for MR software architectures in order to specify, simulate and validate formally the time constraints of such systems. Our approach is first based on a functional decomposition of such systems into generic components. The obtained elements as well as their typical interactions give rise to generic representations in terms of timed automata. A whole system is then obtained as a composition of such defined components. To write specifications, a textual language named MIRELA (MIxed REality LAnguage) is proposed along with the corresponding compilation tools. The generated output contains timed automata in UPPAAL format for simulation and verification of time constraints. These automata may also be used to generate source code skeletons for an implementation on a MR platform. The approach is illustrated first on a small example. A realistic case study is also developed. It is modeled by several timed automata synchronizing through channels and including a large number of time constraints. Both systems have been simulated in UPPAAL and checked against the required behavioral properties.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

We present a high performance-yet low cost-system for multi-view rendering in virtual reality (VR) applications. In contrast to complex CAVE installations, which are typically driven by one render client per view, we arrange eight displays in an octagon around the viewer to provide a full 360° projection, and we drive these eight displays by a single PC equipped with multiple graphics units (GPUs). In this paper we describe the hardware and software setup, as well as the necessary low-level and high-level optimizations to optimally exploit the parallelism of this multi-GPU multi-view VR system.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Virtual environments (VE) are gaining in popularity and are increasingly used for teamwork training purposes, e.g., for medical teams. One shortcoming of modern VEs is that nonverbal communication channels, essential for teamwork, are not supported well. We address this issue by using an inexpensive webcam to track the user's head. This tracking information is used to control the head movement of the user's avatar, thereby conveying head gestures and adding a nonverbal communication channel. We conducted a user study investigating the influence of head tracking based avatar control on the perceived realism of the VE and on the performance of a surgical teamwork training scenario. Our results show that head tracking positively influences the perceived realism of the VE and the communication, but has no major influence on the training outcome.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

When stereo images are captured under less than ideal conditions, there may be inconsistencies between the two images in brightness, contrast, blurring, etc. When stereo matching is performed between the images, these variations can greatly reduce the quality of the resulting depth map. In this paper we propose a method for correcting sharpness variations in stereo image pairs which is performed as a pre-processing step to stereo matching. Our method is based on scaling the 2D discrete cosine transform (DCT) coefficients of both images so that the two images have the same amount of energy in each of a set of frequency bands. Experiments show that applying the proposed correction method can greatly improve the disparity map quality when one image in a stereo pair is more blurred than the other.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

In 2010, we conducted a sociolinguistic survey on the moribund 'Khoisan' language ǂHoan (Ju-ǂHoan), spoken in Botswana at the fringe of the Kalahari Desert. The survey aimed at investigating language use, degrees of multilingualism and language attitude among the ǂHoan speakers. Data collection was done on the basis of a questionnaire. We found that the positive language attitude of individuals towards ǂHoan often conflicts with the community's attitude towards this language, resulting in a split of actual language use between the family and more formal situations. All ǂHoan speakers are at least bilingual speaking the local lingua franca Kgalagadi (Bantu) besides ǂHoan. Most of them are in fact even trilingual, speaking Gǀui (Khoe-Kwadi) in addition to ǂHoan and Kgalagadi. Most of our results stand in line with an earlier sociolinguistic survey on ǂHoan by Batibo (2005a) which was carried out in 2003. In comparing Batibo's results to ours, changes in the sociolinguistic situation of ǂHoan as well as differences between the different villages will be pointed out.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Exposure Fusion and other HDR techniques generate well-exposed images from a bracketed image sequence while reproducing a large dynamic range that far exceeds the dynamic range of a single exposure. Common to all these techniques is the problem that the smallest movements in the captured images generate artefacts (ghosting) that dramatically affect the quality of the final images. This limits the use of HDR and Exposure Fusion techniques because common scenes of interest are usually dynamic. We present a method that adapts Exposure Fusion, as well as standard HDR techniques, to allow for dynamic scene without introducing artefacts. Our method detects clusters of moving pixels within a bracketed exposure sequence with simple binary operations. We show that the proposed technique is able to deal with a large amount of movement in the scene and different movement configurations. The result is a ghost-free and highly detailed exposure fused image at a low computational cost.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The characteristics of moving sound sources have strong implications on the listener's distance perception and the estimation of velocity. Modifications of the typical sound emissions as they are currently occurring due to the tendency towards electromobility have an impact on the pedestrian's safety in road traffic. Thus, investigations of the relevant cues for velocity and distance perception of moving sound sources are not only of interest for the psychoacoustic community, but also for several applications, like e.g. virtual reality, noise pollution and safety aspects of road traffic. This article describes a series of psychoacoustic experiments in this field. Dichotic and diotic stimuli of a set of real-life recordings taken from a passing passenger car and a motorcycle were presented to test subjects who in turn were asked to determine the velocity of the object and its minimal distance from the listener. The results of these psychoacoustic experiments show that the estimated velocity is strongly linked to the object's distance. Furthermore, it could be shown that binaural cues contribute significantly to the perception of velocity. In a further experiment, it was shown that - independently of the type of the vehicle - the main parameter for distance determination is the maximum sound pressure level at the listener's position. The article suggests a system architecture for the adequate consideration of moving sound sources in virtual auditory environments. Virtual environments can thus be used to investigate the influence of new vehicle powertrain concepts and the related sound emissions of these vehicles on the pedestrians' ability to estimate the distance and velocity of moving objects.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

When depicting both virtual and physical worlds, the viewer's impression of presence in these worlds is strongly linked to camera motion. Plausible and artist-controlled camera movement can substantially increase scene immersion. While physical camera motion exhibits subtle details of position, rotation, and acceleration, these details are often missing for virtual camera motion. In this work, we analyze camera movement using signal theory. Our system allows us to stylize a smooth user-defined virtual base camera motion by enriching it with plausible details. A key component of our system is a database of videos filmed by physical cameras. These videos are analyzed with a camera-motion estimation algorithm (structure-from-motion) and labeled manually with a specific style. By considering spectral properties of location, orientation and acceleration, our solution learns camera motion details. Consequently, an arbitrary virtual base motion, defined in any conventional animation package, can be automatically modified according to a user-selected style. In an animation package the camera motion base path is typically defined by the user via function curves. Another possibility is to obtain the camera path by using a mixed reality camera in motion capturing studio. As shown in our experiments, the resulting shots are still fully artist-controlled, but appear richer and more physically plausible.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Non-verbal communication (NVC) is considered to represent more than 90 percent of everyday communication. In virtual world, this important aspect of interaction between virtual humans (VH) is strongly neglected. This paper presents a user-test study to demonstrate the impact of automatically generated graphics-based NVC expression on the dialog quality: first, we wanted to compare impassive and emotion facial expression simulation for impact on the chatting. Second, we wanted to see whether people like chatting within a 3D graphical environment. Our model only proposes facial expressions and head movements induced from spontaneous chatting between VHs. Only subtle facial expressions are being used as nonverbal cues - i.e. related to the emotional model. Motion capture animations related to hand gestures, such as cleaning glasses, were randomly used to make the virtual human lively. After briefly introducing the technical architecture of the 3D-chatting system, we focus on two aspects of chatting through VHs. First, what is the influence of facial expressions that are induced from text dialog? For this purpose, we exploited an emotion engine extracting an emotional content from a text and depicting it into a virtual character developed previously [GAS11]. Second, as our goal was not addressing automatic generation of text, we compared the impact of nonverbal cues in conversation with a chatbot or with a human operator with a wizard of oz approach. Among main results, the within group study -involving 40 subjects- suggests that subtle facial expressions impact significantly not only on the quality of experience but also on dialog understanding.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Imitation learning is a promising approach for generating life-like behaviors of virtual humans and humanoid robots. So far, however, imitation learning has been mostly restricted to single agent settings where observed motions are adapted to new environment conditions but not to the dynamic behavior of interaction partners. In this paper, we introduce a new imitation learning approach that is based on the simultaneous motion capture of two human interaction partners. From the observed interactions, low-dimensional motion models are extracted and a mapping between these motion models is learned. This interaction model allows the real-time generation of agent behaviors that are responsive to the body movements of an interaction partner. The interaction model can be applied both to the animation of virtual characters as well as to the behavior generation for humanoid robots.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper reports on a Virtual Reality theater experiment named Il était Xn fois, conducted by artists and computer scientists working in cognitive science. It offered the opportunity for knowledge and ideas exchange between these groups, highlighting the benefits of collaboration of this kind. Section 1 explains the link between enaction in cognitive science and virtual reality, and specifically the need to develop an autonomous entity which enhances presence in an artificial world. Section 2 argues that enactive artificial intelligence is able to produce such autonomy. This was demonstrated by the theatrical experiment, "Il était Xn fois" (in English: Once upon Xn time), explained in section 3. Its first public performance was in 2009, by the company Dérézo. The last section offers the view that enaction can form a common ground between the artistic and computer science areas.