945 resultados para 2d
Resumo:
NMR can be considered a multi-scale multidimensional technology in the sense that it provides both spatial insight at macroscopic (MRI) or microscopic level (relaxometry), together with chemical characterization (HR-MAS). In this study 296 apples (from 4 cultivars) were MRI screened (20 slices per fruit) among which 7 fruits were used for metabolomic study by 1H HR MAS in order to assess various chemical shifts: malic acid, sucrose, glucose, fructose and ethanol. On the first season, tissue samples were taken from the sound and affected apples (near the core, centre and outer part of the mesocarp) belonging to sound and affected locations, while on the second season, tissue samples were focused on the comparison between sound and affected tissue. Beside, MRI and 2D non-destructive relaxometry (on whole fruits, and localized tissue) where performed on 72 and 12 apples respectively in order to compare features at macroscopic (tissue) and microscopic (subcellular) level. HR MAS shows higher content of ?-glucose, ?-glucose, malic acid and aromatic compounds in watercore affected tissues from both seasons, while sound tissue reflects higher sucrose. Microscopic (subcellular) degradation of tissue varies according to disorder development and is in good accordance with macroscopic characterization with MRI.
Resumo:
Recently, three-dimensional (3D) video has decisively burst onto the entertainment industry scene, and has arrived in households even before the standardization process has been completed. 3D television (3DTV) adoption and deployment can be seen as a major leap in television history, similar to previous transitions from black and white (B&W) to color, from analog to digital television (TV), and from standard definition to high definition. In this paper, we analyze current 3D video technology trends in order to define a taxonomy of the availability and possible introduction of 3D-based services. We also propose an audiovisual network services architecture which provides a smooth transition from two-dimensional (2D) to 3DTV in an Internet Protocol (IP)-based scenario. Based on subjective assessment tests, we also analyze those factors which will influence the quality of experience in those 3D video services, focusing on effects of both coding and transmission errors. In addition, examples of the application of the architecture and results of assessment tests are provided.
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Apples can be considered as having a complex system formed by several structures at different organization levels: macroscale (mayor que100 ?m) and microscale (menor que100 ?m). This work implements 2D T1/T2 global and localized relaxometry sequences on whole apples to be able to perform an intensive non-destructive and non-invasive microstructure study. The 2D T1/T2 cross-correlation spectroscopy allows the extraction of quantitative information about the water compartmentation in different subcellular organelles. A clear difference is found as sound apples show neat peaks for water in different subcellular compartments, such as vacuolar, cytoplasmatic and extracellular water, while in watercore-affected tissues such compartments appear merged. Localized relaxometry allows for the predefinition of slices in order to understand the microstructure of a particular region of the fruit, providing information that cannot be derived from global 2D T1/T2 relaxometry.
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The research group is currently developing a biological computing model to be implemented with Escherichia Coli bacteria and bacteriophages M13, but it has to be modelled and simulated before any experiment in order to reduce the amount of failed attempts, time and costs. The problem that gave rise to this project is that there are no software tools which are able to simulate the biological process underlying that com- putational model, so it needs to be developed before doing any experimental implementation. There are several software tools which can simulate most of the biological processes and bacterial interactions in which this model is based, so what needs to be done is to study those available simulation tools, compare them and choose the most appropriate in order to be improved adding the desired functionality for this design. Directed evolution is a method used in biotechnology to obtain proteins or nucleic acids with properties not found in nature. It consists of three steps: 1) creating a library of mutants, 2) selecting the mutants with the desired properties, 3) replicating the variants identified in the selection step. The new software tool will be verified by simulating the selection step of a process of directed evolution applied to bacteriophages. ---ABSRACT---El grupo de investigación está desarrollando un modelo de computación biolóogica para ser implementado con bacterias Escherichia Coli y bacteriofagos M13, aunque primero tiene que ser modelizado antes de realizar cualquier experimento, de forma que los intentos fallidos y por lo tanto los costes se verán reducidos. El problema que dio lugar a este proyecto es la ausencia de herramientas software capaces de simular el proceso biológico que subyace a este modelo de computación biológica, por lo que dicha herramienta tiene que ser desarrollada antes de realizar cualquier implementación real. Existen varias herramientas software capaces de simular la mayoría de los procesos biológicos y las interacciones entre bacterias en los que se basa este modelo, por lo que este trabajo consiste en realizar un estudio de dichas herramientas de simulación, compararlas y escoger aquella más apropiada para ser mejorada añadiendo la funcionalidad deseada para este diseño. La evolución dirigida es un método utilizado en biotecnología para obtener proteínas o ácidos nucleicos con propiedades que no se encuentran en la naturaleza. Este método consiste en tres pasos: 1) crear una librería de mutantes, 2) seleccionar los mutantes con las propiedades deseadas, 3) Replicar los mutantes deseados. La nueva herramienta software será verificada mediante la simulación de la selección de mutantes de un proceso de evolución dirigida aplicado a bacteriofagos.
Resumo:
En esta tesis se presenta un método numérico para resolver las ecuaciones de Euler para flujos multimaterial en malla euleriana. Este solver se ha acoplado en el código hidrodinámico en dos dimensiones con transporte de radiación desarrollado en el Instituto de Fusión Nuclear de la UPM bajo la dirección del profesor Pedro Velarde, ARWEN. Los objetivos de este trabajo son: Desarrollo e implementación de un método de Godunov unsplit de alto orden multimaterial en 2D para malla euleriana en geometría cartesiana y geometría cilíndrica. Se presenta una extensión del trabajo realizado por Miller y Puckett (36) a una formulación unsplit. Además, se ha prestado especial atención al acoplamiento con el transporte de radiación y la conducción de calor. El método presentado se ha probado en una gran cantidad de problemas. Aplicación del código multimaterial al estudio de experimentos reales: • Simulación de una propuesta de experimento de laboratorio para reproducir la etapa de arrancamiento de material de la interacción entre el gas proveniente de la explosión de una supernova y la estrella secundaria en un escenario degenarado (SD). • Formación de jets en el laboratorio producidos por la colisión de dos plasmas. ABSTRACT We present a solver for the Euler equations for multimaterial flows in eulerian mesh. This solver has been coupled in the 2D AMR radiation transport code developed at Instituto de Fusión Nuclear (UPM) under the direction of professor Pedro Velarde, ARWEN. The main goals of this thesis are: Development and implementation of an 2D unsplit high-order Godunov method for multimaterial flows in eulerian mesh for cartesian and axialsimetry geometry. We present an extension of the work of Miller and Puckett (36) to an unsplit formulation. Also, we have paid special attention to the coupling with radiation transport and heat conduction. The method has been tested in a wide variety of problems. Application of the multimaterial solver to the study of real experiments: • Simulation of a proposal of a laboratory experiment aimed to reproducing the stripping stage of the interaction between the gas ejected during a supernova explosion and the secondary star in the Single Degenerate scenario. • Experiments of plasma jets in the laboratory obtained by the collission of two hot plasmas.
Resumo:
Automatic 2D-to-3D conversion is an important application for filling the gap between the increasing number of 3D displays and the still scant 3D content. However, existing approaches have an excessive computational cost that complicates its practical application. In this paper, a fast automatic 2D-to-3D conversion technique is proposed, which uses a machine learning framework to infer the 3D structure of a query color image from a training database with color and depth images. Assuming that photometrically similar images have analogous 3D structures, a depth map is estimated by searching the most similar color images in the database, and fusing the corresponding depth maps. Large databases are desirable to achieve better results, but the computational cost also increases. A clustering-based hierarchical search using compact SURF descriptors to characterize images is proposed to drastically reduce search times. A significant computational time improvement has been obtained regarding other state-of-the-art approaches, maintaining the quality results.
Resumo:
A series of motion compensation algorithms is run on the challenge data including methods that optimize only a linear transformation, or a non-linear transformation, or both – first a linear and then a non-linear transformation. Methods that optimize a linear transformation run an initial segmentation of the area of interest around the left myocardium by means of an independent component analysis (ICA) (ICA-*). Methods that optimize non-linear transformations may run directly on the full images, or after linear registration. Non-linear motion compensation approaches applied include one method that only registers pairs of images in temporal succession (SERIAL), one method that registers all image to one common reference (AllToOne), one method that was designed to exploit quasi-periodicity in free breathing acquired image data and was adapted to also be usable to image data acquired with initial breath-hold (QUASI-P), a method that uses ICA to identify the motion and eliminate it (ICA-SP), and a method that relies on the estimation of a pseudo ground truth (PG) to guide the motion compensation.
Resumo:
Apples can be considered as having a complex system formed by several structures at different organization levels: macroscale (>100 μm) and microscale (<100 μm). This work implements 2D T1/T2 global and localized relaxometry sequences on whole apples to be able to perform an intensive non-destructive and non-invasive microstructure study. The 2D T1/T2 cross-correlation spectroscopy allows the extraction of quantitative information about the water compartmentation in different subcellular organelles. A clear difference is found as sound apples show neat peaks for water in different subcellular compartments, such as vacuolar, cytoplasmatic and extracellular water, while in watercore-affected tissues such compartments appear merged. Localized relaxometry allows for the predefinition of slices in order to understand the microstructure of a particular region of the fruit, providing information that cannot be derived from global 2D T1/T2 relaxometry.
Resumo:
1D and 2D patterning of uncharged micro- and nanoparticles via dielectrophoretic forces on photovoltaic z-cut Fe:LiNbO3 have been investigated for the first time. The technique has been successfully applied with dielectric micro-particles of CaCO3 (diameter d = 1-3 μm) and metal nanoparticles of Al (d = 70 nm). At difference with previous experiments in x- and y-cut, the obtained patterns locally reproduce the light distribution with high fidelity. A simple model is provided to analyse the trapping process. The results show the remarkably good capabilities of this geometry for high quality 2D light-induced dielectrophoretic patterning overcoming the important limitations presented by previous configurations.
Resumo:
An automatic machine learning strategy for computing the 3D structure of monocular images from a single image query using Local Binary Patterns is presented. The 3D structure is inferred through a training set composed by a repository of color and depth images, assuming that images with similar structure present similar depth maps. Local Binary Patterns are used to characterize the structure of the color images. The depth maps of those color images with a similar structure to the query image are adaptively combined and filtered to estimate the final depth map. Using public databases, promising results have been obtained outperforming other state-of-the-art algorithms and with a computational cost similar to the most efficient 2D-to-3D algorithms.
Resumo:
This paper describes the dielectrophoretic potential created by the evanescent electric field acting on a particle near a photovoltaic crystal surface depending on the crystal cut. This electric field is obtained from the steady state solution of the Kukhtarev equations for the photovoltaic effect, where the diffusion term has been disregarded. First, the space charge field generated by a small, square, light spot where d _ l (being d a side of the square and l the crystal thickness) is studied. The surface charge density generated in both geometries is calculated and compared as their relation determines the different properties of the dielectrophoretic potential for both cuts. The shape of the dielectrophoretic potential is obtained and compared for several distances to the sample. Afterwards other light patterns are studied by the superposition of square spots, and the resulting trapping profiles are analysed. Finally the surface charge densities and trapping profiles for different d/l relations are studied.
Resumo:
Desde su aparición en los años 50, los videojuegos han estado muy presentes en la vida de los jóvenes. Un mercado que nunca se ha mantenido estático, donde la revolución científica vivida en el siglo XX ha colaborado en su gran evolución. Empezando por un juego implementado en una máquina de rayos catódicos, pasando por las recreativas, hasta meterse en los hogares de cualquier familia con los PC y videoconsolas. Contando además con una calidad gráfica que hace difícil diferenciar hoy en día entre realidad y mundo virtual. Pero no sólo los videojuegos están concebidos para el ocio y desconectar de la realidad. Existe un concepto llamado “gamification”, una técnica que busca el transmitir conocimientos, ayudar a personas con discapacidades, facilitar las rehabilitaciones, etc… transformando actividades que puedan parecer aburridas, en algo divertido. Aquí es donde entran los juegos serios, juegos que buscan tales objetivos. Dado que los videojuegos hoy en día están muy metidos en la sociedad, y cada vez llegan a más público de distintas edades y género. Hemos elegido este proyecto para fomentar la creación de videojuegos serios, a través de un tutorial completo con el motor gráfico Unity, intentando usar el mayor número de herramientas posible. ABSTRACT. From the beginning in the 1950s, video games have played an important role in young people’s life. A market that has never been static, where scientific revolution lived in the twentieth century has contributed to a great evolution. Starting from a game implemented on a cathode ray machine, reaching arcade rooms and then getting into families with PCs and consoles. Nowadays the graphic quality makes difficult to differentiate between reality and the virtual world. Not only video games are designed for leisure and to disconnect from the real world for a while. There is a concept called “gamification”, a technique which tends to transmit knowledge, give help to people with disabilities, facilitate rehab, etc. Transforming activities, which might seem boring into fun ones. This is where serious games take place, games looking for the goals mentioned. Since nowadays video games are completely set in our society, and increasing a wider public with different ages and gender, this project has been chosen to promote the creation of serious video games, through a complete tutorial with the game engine - Unity - attempting to use as many tools as it can be possible.
Resumo:
La medida de calidad de vídeo sigue siendo necesaria para definir los criterios que caracterizan una señal que cumpla los requisitos de visionado impuestos por el usuario. Las nuevas tecnologías, como el vídeo 3D estereoscópico o formatos más allá de la alta definición, imponen nuevos criterios que deben ser analizadas para obtener la mayor satisfacción posible del usuario. Entre los problemas detectados durante el desarrollo de esta tesis doctoral se han determinado fenómenos que afectan a distintas fases de la cadena de producción audiovisual y tipo de contenido variado. En primer lugar, el proceso de generación de contenidos debe encontrarse controlado mediante parámetros que eviten que se produzca el disconfort visual y, consecuentemente, fatiga visual, especialmente en lo relativo a contenidos de 3D estereoscópico, tanto de animación como de acción real. Por otro lado, la medida de calidad relativa a la fase de compresión de vídeo emplea métricas que en ocasiones no se encuentran adaptadas a la percepción del usuario. El empleo de modelos psicovisuales y diagramas de atención visual permitirían ponderar las áreas de la imagen de manera que se preste mayor importancia a los píxeles que el usuario enfocará con mayor probabilidad. Estos dos bloques se relacionan a través de la definición del término saliencia. Saliencia es la capacidad del sistema visual para caracterizar una imagen visualizada ponderando las áreas que más atractivas resultan al ojo humano. La saliencia en generación de contenidos estereoscópicos se refiere principalmente a la profundidad simulada mediante la ilusión óptica, medida en términos de distancia del objeto virtual al ojo humano. Sin embargo, en vídeo bidimensional, la saliencia no se basa en la profundidad, sino en otros elementos adicionales, como el movimiento, el nivel de detalle, la posición de los píxeles o la aparición de caras, que serán los factores básicos que compondrán el modelo de atención visual desarrollado. Con el objetivo de detectar las características de una secuencia de vídeo estereoscópico que, con mayor probabilidad, pueden generar disconfort visual, se consultó la extensa literatura relativa a este tema y se realizaron unas pruebas subjetivas preliminares con usuarios. De esta forma, se llegó a la conclusión de que se producía disconfort en los casos en que se producía un cambio abrupto en la distribución de profundidades simuladas de la imagen, aparte de otras degradaciones como la denominada “violación de ventana”. A través de nuevas pruebas subjetivas centradas en analizar estos efectos con diferentes distribuciones de profundidades, se trataron de concretar los parámetros que definían esta imagen. Los resultados de las pruebas demuestran que los cambios abruptos en imágenes se producen en entornos con movimientos y disparidades negativas elevadas que producen interferencias en los procesos de acomodación y vergencia del ojo humano, así como una necesidad en el aumento de los tiempos de enfoque del cristalino. En la mejora de las métricas de calidad a través de modelos que se adaptan al sistema visual humano, se realizaron también pruebas subjetivas que ayudaron a determinar la importancia de cada uno de los factores a la hora de enmascarar una determinada degradación. Los resultados demuestran una ligera mejora en los resultados obtenidos al aplicar máscaras de ponderación y atención visual, los cuales aproximan los parámetros de calidad objetiva a la respuesta del ojo humano. ABSTRACT Video quality assessment is still a necessary tool for defining the criteria to characterize a signal with the viewing requirements imposed by the final user. New technologies, such as 3D stereoscopic video and formats of HD and beyond HD oblige to develop new analysis of video features for obtaining the highest user’s satisfaction. Among the problems detected during the process of this doctoral thesis, it has been determined that some phenomena affect to different phases in the audiovisual production chain, apart from the type of content. On first instance, the generation of contents process should be enough controlled through parameters that avoid the occurrence of visual discomfort in observer’s eye, and consequently, visual fatigue. It is especially necessary controlling sequences of stereoscopic 3D, with both animation and live-action contents. On the other hand, video quality assessment, related to compression processes, should be improved because some objective metrics are adapted to user’s perception. The use of psychovisual models and visual attention diagrams allow the weighting of image regions of interest, giving more importance to the areas which the user will focus most probably. These two work fields are related together through the definition of the term saliency. Saliency is the capacity of human visual system for characterizing an image, highlighting the areas which result more attractive to the human eye. Saliency in generation of 3DTV contents refers mainly to the simulated depth of the optic illusion, i.e. the distance from the virtual object to the human eye. On the other hand, saliency is not based on virtual depth, but on other features, such as motion, level of detail, position of pixels in the frame or face detection, which are the basic features that are part of the developed visual attention model, as demonstrated with tests. Extensive literature involving visual comfort assessment was looked up, and the development of new preliminary subjective assessment with users was performed, in order to detect the features that increase the probability of discomfort to occur. With this methodology, the conclusions drawn confirmed that one common source of visual discomfort was when an abrupt change of disparity happened in video transitions, apart from other degradations, such as window violation. New quality assessment was performed to quantify the distribution of disparities over different sequences. The results confirmed that abrupt changes in negative parallax environment produce accommodation-vergence mismatches derived from the increasing time for human crystalline to focus the virtual objects. On the other side, for developing metrics that adapt to human visual system, additional subjective tests were developed to determine the importance of each factor, which masks a concrete distortion. Results demonstrated slight improvement after applying visual attention to objective metrics. This process of weighing pixels approximates the quality results to human eye’s response.
Resumo:
Paper submitted to the 43rd International Symposium on Robotics (ISR), Taipei, Taiwan, August 29-31, 2012.