900 resultados para accelerometri magnetometri scanner 3D Kinect


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Modeling natural phenomena from 3D information enhances our understanding of the environment. Dense 3D point clouds are increasingly used as highly detailed input datasets. In addition to the capturing techniques of point clouds with LiDAR, low-cost sensors have been released in the last few years providing access to new research fields and facilitating 3D data acquisition for a broader range of applications. This letter presents an analysis of different speleothem features using 3D point clouds acquired with the gaming device Microsoft® Kinect. We compare the Kinect sensor with terrestrial LiDAR reference measurements using the KinFu pipeline for capturing complete 3D objects (< 4m**3). The results demonstrate the suitability of the Kinect to capture flowstone walls and to derive morphometric parameters of cave features. Although the chosen capturing strategy (KinFu) reveals a high correlation (R2=0.92) of stalagmite morphometry along the vertical object axis, a systematic overestimation (22% for radii and 44% for volume) is found. The comparison of flowstone wall datasets predominantly shows low differences (mean of 1 mm with 7 mm standard deviation) of the order of the Kinect depth precision. For both objects the major differences occur at strongly varying and curved surface structures (e.g. with fine concave parts).

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In modern magnetic resonance imaging (MRI), both patients and radiologists are exposed to strong, nonuniform static magnetic fields inside or outside of the scanner, in which the body movement may be able to induce electric currents in tissues which could be possibly harmful. This paper presents theoretical investigations into the spatial distribution of induced E-fields in the human model when moving at various positions around the magnet. The numerical calculations are based on an efficient, quasistatic, finite-difference scheme and an anatomically realistic, full-body, male model. 3D field profiles from an actively-shielded 4 T magnet system are used and the body model projected through the field profile with normalized velocity. The simulation shows that it is possible to induce E-fields/currents near the level of physiological significance under some circumstances and provides insight into the spatial characteristics of the induced fields. The results are easy to extrapolate to very high field strengths for the safety evaluation at a variety of field strengths and motion velocities.

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. ^ The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.^

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As complex radiotherapy techniques become more readily-practiced, comprehensive 3D dosimetry is a growing necessity for advanced quality assurance. However, clinical implementation has been impeded by a wide variety of factors, including the expense of dedicated optical dosimeter readout tools, high operational costs, and the overall difficulty of use. To address these issues, a novel dry-tank optical CT scanner was designed for PRESAGE 3D dosimeter readout, relying on 3D printed components and omitting costly parts from preceding optical scanners. This work details the design, prototyping, and basic commissioning of the Duke Integrated-lens Optical Scanner (DIOS).

The convex scanning geometry was designed in ScanSim, an in-house Monte Carlo optical ray-tracing simulation. ScanSim parameters were used to build a 3D rendering of a convex ‘solid tank’ for optical-CT, which is capable of collimating a point light source into telecentric geometry without significant quantities of refractive-index matched fluid. The model was 3D printed, processed, and converted into a negative mold via rubber casting to produce a transparent polyurethane scanning tank. The DIOS was assembled with the solid tank, a 3W red LED light source, a computer-controlled rotation stage, and a 12-bit CCD camera. Initial optical phantom studies show negligible spatial inaccuracies in 2D projection images and 3D tomographic reconstructions. A PRESAGE 3D dose measurement for a 4-field box treatment plan from Eclipse shows 95% of voxels passing gamma analysis at 3%/3mm criteria. Gamma analysis between tomographic images of the same dosimeter in the DIOS and DLOS systems show 93.1% agreement at 5%/1mm criteria. From this initial study, the DIOS has demonstrated promise as an economically-viable optical-CT scanner. However, further improvements will be necessary to fully develop this system into an accurate and reliable tool for advanced QA.

Pre-clinical animal studies are used as a conventional means of translational research, as a midpoint between in-vitro cell studies and clinical implementation. However, modern small animal radiotherapy platforms are primitive in comparison with conventional linear accelerators. This work also investigates a series of 3D printed tools to expand the treatment capabilities of the X-RAD 225Cx orthovoltage irradiator, and applies them to a feasibility study of hippocampal avoidance in rodent whole-brain radiotherapy.

As an alternative material to lead, a novel 3D-printable tungsten-composite ABS plastic, GMASS, was tested to create precisely-shaped blocks. Film studies show virtually all primary radiation at 225 kVp can be attenuated by GMASS blocks of 0.5cm thickness. A state-of-the-art software, BlockGen, was used to create custom hippocampus-shaped blocks from medical image data, for any possible axial treatment field arrangement. A custom 3D printed bite block was developed to immobilize and position a supine rat for optimal hippocampal conformity. An immobilized rat CT with digitally-inserted blocks was imported into the SmART-Plan Monte-Carlo simulation software to determine the optimal beam arrangement. Protocols with 4 and 7 equally-spaced fields were considered as viable treatment options, featuring improved hippocampal conformity and whole-brain coverage when compared to prior lateral-opposed protocols. Custom rodent-morphic PRESAGE dosimeters were developed to accurately reflect these treatment scenarios, and a 3D dosimetry study was performed to confirm the SmART-Plan simulations. Measured doses indicate significant hippocampal sparing and moderate whole-brain coverage.

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With the introduction of new input devices, such as multi-touch surface displays, the Nintendo WiiMote, the Microsoft Kinect, and the Leap Motion sensor, among others, the field of Human-Computer Interaction (HCI) finds itself at an important crossroads that requires solving new challenges. Given the amount of three-dimensional (3D) data available today, 3D navigation plays an important role in 3D User Interfaces (3DUI). This dissertation deals with multi-touch, 3D navigation, and how users can explore 3D virtual worlds using a multi-touch, non-stereo, desktop display. The contributions of this dissertation include a feature-extraction algorithm for multi-touch displays (FETOUCH), a multi-touch and gyroscope interaction technique (GyroTouch), a theoretical model for multi-touch interaction using high-level Petri Nets (PeNTa), an algorithm to resolve ambiguities in the multi-touch gesture classification process (Yield), a proposed technique for navigational experiments (FaNS), a proposed gesture (Hold-and-Roll), and an experiment prototype for 3D navigation (3DNav). The verification experiment for 3DNav was conducted with 30 human-subjects of both genders. The experiment used the 3DNav prototype to present a pseudo-universe, where each user was required to find five objects using the multi-touch display and five objects using a game controller (GamePad). For the multi-touch display, 3DNav used a commercial library called GestureWorks in conjunction with Yield to resolve the ambiguity posed by the multiplicity of gestures reported by the initial classification. The experiment compared both devices. The task completion time with multi-touch was slightly shorter, but the difference was not statistically significant. The design of experiment also included an equation that determined the level of video game console expertise of the subjects, which was used to break down users into two groups: casual users and experienced users. The study found that experienced gamers performed significantly faster with the GamePad than casual users. When looking at the groups separately, casual gamers performed significantly better using the multi-touch display, compared to the GamePad. Additional results are found in this dissertation.

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In geotechnical engineering, the stability of rock excavations and walls is estimated by using tools that include a map of the orientations of exposed rock faces. However, measuring these orientations by using conventional methods can be time consuming, sometimes dangerous, and is limited to regions of the exposed rock that are reachable by a human. This thesis introduces a 2D, simulated, quadcopter-based rock wall mapping algorithm for GPS denied environments such as underground mines or near high walls on surface. The proposed algorithm employs techniques from the field of robotics known as simultaneous localization and mapping (SLAM) and is a step towards 3D rock wall mapping. Not only are quadcopters agile, but they can hover. This is very useful for confined spaces such as underground or near rock walls. The quadcopter requires sensors to enable self localization and mapping in dark, confined and GPS denied environments. However, these sensors are limited by the quadcopter payload and power restrictions. Because of these restrictions, a light weight 2D laser scanner is proposed. As a first step towards a 3D mapping algorithm, this thesis proposes a simplified scenario in which a simulated 1D laser range finder and 2D IMU are mounted on a quadcopter that is moving on a plane. Because the 1D laser does not provide enough information to map the 2D world from a single measurement, many measurements are combined over the trajectory of the quadcopter. Least Squares Optimization (LSO) is used to optimize the estimated trajectory and rock face for all data collected over the length of a light. Simulation results show that the mapping algorithm developed is a good first step. It shows that by combining measurements over a trajectory, the scanned rock face can be estimated using a lower-dimensional range sensor. A swathing manoeuvre is introduced as a way to promote loop closures within a short time period, thus reducing accumulated error. Some suggestions on how to improve the algorithm are also provided.

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In this paper we present a fast and precise method to estimate the planar motion of a lidar from consecutive range scans. For every scanned point we formulate the range flow constraint equation in terms of the sensor velocity, and minimize a robust function of the resulting geometric constraints to obtain the motion estimate. Conversely to traditional approaches, this method does not search for correspondences but performs dense scan alignment based on the scan gradients, in the fashion of dense 3D visual odometry. The minimization problem is solved in a coarse-to-fine scheme to cope with large displacements, and a smooth filter based on the covariance of the estimate is employed to handle uncertainty in unconstraint scenarios (e.g. corridors). Simulated and real experiments have been performed to compare our approach with two prominent scan matchers and with wheel odometry. Quantitative and qualitative results demonstrate the superior performance of our approach which, along with its very low computational cost (0.9 milliseconds on a single CPU core), makes it suitable for those robotic applications that require planar odometry. For this purpose, we also provide the code so that the robotics community can benefit from it.

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Nowadays, new computers generation provides a high performance that enables to build computationally expensive computer vision applications applied to mobile robotics. Building a map of the environment is a common task of a robot and is an essential part to allow the robots to move through these environments. Traditionally, mobile robots used a combination of several sensors from different technologies. Lasers, sonars and contact sensors have been typically used in any mobile robotic architecture, however color cameras are an important sensor due to we want the robots to use the same information that humans to sense and move through the different environments. Color cameras are cheap and flexible but a lot of work need to be done to give robots enough visual understanding of the scenes. Computer vision algorithms are computational complex problems but nowadays robots have access to different and powerful architectures that can be used for mobile robotics purposes. The advent of low-cost RGB-D sensors like Microsoft Kinect which provide 3D colored point clouds at high frame rates made the computer vision even more relevant in the mobile robotics field. The combination of visual and 3D data allows the systems to use both computer vision and 3D processing and therefore to be aware of more details of the surrounding environment. The research described in this thesis was motivated by the need of scene mapping. Being aware of the surrounding environment is a key feature in many mobile robotics applications from simple robotic navigation to complex surveillance applications. In addition, the acquisition of a 3D model of the scenes is useful in many areas as video games scene modeling where well-known places are reconstructed and added to game systems or advertising where once you get the 3D model of one room the system can add furniture pieces using augmented reality techniques. In this thesis we perform an experimental study of the state-of-the-art registration methods to find which one fits better to our scene mapping purposes. Different methods are tested and analyzed on different scene distributions of visual and geometry appearance. In addition, this thesis proposes two methods for 3d data compression and representation of 3D maps. Our 3D representation proposal is based on the use of Growing Neural Gas (GNG) method. This Self-Organizing Maps (SOMs) has been successfully used for clustering, pattern recognition and topology representation of various kind of data. Until now, Self-Organizing Maps have been primarily computed offline and their application in 3D data has mainly focused on free noise models without considering time constraints. Self-organising neural models have the ability to provide a good representation of the input space. In particular, the Growing Neural Gas (GNG) is a suitable model because of its flexibility, rapid adaptation and excellent quality of representation. However, this type of learning is time consuming, specially for high-dimensional input data. Since real applications often work under time constraints, it is necessary to adapt the learning process in order to complete it in a predefined time. This thesis proposes a hardware implementation leveraging the computing power of modern GPUs which takes advantage of a new paradigm coined as General-Purpose Computing on Graphics Processing Units (GPGPU). Our proposed geometrical 3D compression method seeks to reduce the 3D information using plane detection as basic structure to compress the data. This is due to our target environments are man-made and therefore there are a lot of points that belong to a plane surface. Our proposed method is able to get good compression results in those man-made scenarios. The detected and compressed planes can be also used in other applications as surface reconstruction or plane-based registration algorithms. Finally, we have also demonstrated the goodness of the GPU technologies getting a high performance implementation of a CAD/CAM common technique called Virtual Digitizing.

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Tradicionalmente, los ortodoncistas han realizado las mediciones dentales en los modelos de yeso, pero los avances tecnológicos permiten ahora a los ortodoncistas realizar esas mediciones en los modelos digitales. El propósito de este estudio fue comparar la fiabilidad y reproducibilidad de las medidas de los tamaños dentarios y las arcadas dentarias entre el método manual y los métodos digitales 3D obtenidos por un escáner intraoral CEREC Omnicam (Sirona Dental Systems) y dos escáneres extraorales: inEos X5 (Sirona Dental Systems) y Dental Scanner SMART (Open Technologies). Un modelo de yeso, un escaneado intraoral y dos modelos digitales con un escáner extraoral fueron realizadas para cada uno de los 20 sujetos. Las medidas de los tamaños dentarios, la distancia intercanina y la distancia intermolar de los modelos digitales se compararon con los correspondientes modelos de yeso (estándar de oro) Se utilizó el test de ANOVA para establecer la fiabilidad entre los cuatro métodos y el coeficiente de correlación intraclase fue calculado para determinar la reproducibilidad intra- e inter-examinador. Los resultados encontrados fueron que no existieron diferencias estadísticamente significativas entre las medidas hechas directamente en los modelos de yeso y los modelos digitales. Los coeficientes de correlación intraclase tanto intra- e inter-examinador fue alto y considerado bueno para los cuatro métodos de medición. CCI> 0.90. Se concluyó que las mediciones en los modelos digitales obtenidos con un escáner extraoral e intraoral son fiables y reproducibles

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La tesi tratta la ricerca di procedure che permettano di rilevare oggetti utilizzando il maggior numero di informazioni geometriche ottenibili da una nuvola di punti densa generata da un rilievo fotogrammetrico o da TLS realizzando un modello 3D importabile in ambiente FEM. Il primo test si è eseguito su una piccola struttura, 1.2x0.5x0.2m, in modo da definire delle procedure di analisi ripetibili; la prima consente di passare dalla nuvola di punti “Cloud” all’oggetto solido “Solid” al modello agli elementi finiti “Fem” e per questo motivo è stata chiamata “metodo CSF”, mentre la seconda, che prevede di realizzare il modello della struttura con un software BIM è stata chiamata semplicemente “metodo BIM”. Una volta dimostrata la fattibilità della procedura la si è validata adottando come oggetto di studio un monumento storico di grandi dimensioni, l’Arco di Augusto di Rimini, confrontando i risultati ottenuti con quelli di altre tesi sulla medesima struttura, in particolare si è fatto riferimento a modelli FEM 2D e a modelli ottenuti da una nuvola di punti con i metodi CAD e con un software scientifico sviluppato al DICAM Cloud2FEM. Sull’arco sono state eseguite due tipi di analisi, una lineare sotto peso proprio e una modale ottenendo risultati compatibili tra i vari metodi sia dal punto di vista degli spostamenti, 0.1-0.2mm, che delle frequenze naturali ma si osserva che le frequenze naturali del modello BIM sono più simili a quelle dei modelli generati da cloud rispetto al modello CAD. Il quarto modo di vibrare invece presenta differenze maggiori. Il confronto con le frequenze naturali del modello FEM ha restituito differenze percentuali maggiori dovute alla natura 2D del modello e all’assenza della muratura limitrofa. Si sono confrontate le tensioni normali dei modelli CSF e BIM con quelle ottenute dal modello FEM ottenendo differenze inferiori a 1.28 kg/cm2 per le tensioni normali verticali e sull’ordine 10-2 kg/cm2 per quelle orizzontali.

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La diagnosi clinica, definita come un giudizio clinico espresso da un esperto sulla salute di un individuo, dopo aver effettuato degli esami obiettivi attraverso la strumentazione adeguata allo specifico caso clinico, rappresenta un elemento fondamentale nel paradigma Prevenzione – Diagnosi – Cura – Riabilitazione, che ha come fine ultimo la salute del paziente. In questo elaborato viene presentata una tecnica di imaging che permette di fare diagnosi in uno degli organi più importanti e delicati del corpo umano, cioè il cuore, sia degli adulti, sia dei feti: l’ecocardiografia 3D Real-Time. L’elaborato si sviluppa in tre capitoli, come di seguito presentato. - Capitolo 1: si descrive la tecnologia su cui si fonda l’ecocardiografia volumetrica Real-Time attraverso le varie fasi di realizzazione dello scanner, il quale consente sia l’acquisizione sia la visualizzazione dei volumi in tempo reale; - Capitolo 2: il sistema di imaging presentato nel capitolo precedente, viene contestualizzato in un organo specifico, ovvero il cuore, illustrandone le caratteristiche, le differenze rispetto a tecniche ritenute meno performanti nella valutazione di patologie cardiache, oltre che alcune particolari evoluzioni, quali Strain Rate Imaging e Tissue Doppler Imaging; - Capitolo 3: si descrive in cosa consiste l’ecocardiografia 3D Real-Time fetale, qual è la sua finalità e quali potrebbero essere alcune applicazioni cliniche tramite cui fare una diagnosi prenatale; inoltre, si evidenzia l’importanza dell’ecocardiografia per studiare le modifiche a cui è soggetto l’apparato cardiovascolare di una donna durante i mesi di gestazione e, quindi, sottoporla alle cure opportune.

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Il tema approfondito in questo elaborato è relativo a nuove forme di esperienze museali in grado di favorire una maggiore fruizione dei musei da parte dei visitatori portatori di disabilità sensoriali. L’obiettivo dello studio, reso possibile grazie alla collaborazione con il Comune di Riccione, l’Università di Bologna e il Museo del Territorio di Riccione, riguarda la riproduzione tattile 3D di alcuni manufatti di epoca romana rinvenuti nel territorio e l’implementazione di soluzioni di esplorazione dei modelli fisici con tecniche di realtà aumentata e feedback sonori per fornire al visitatore un’esperienza tattile/sensoriale sugli oggetti. La parte di competenza di questo elaborato riguarda principalmente due aspetti: il rilievo 3D effettuato su quattro diversi frammenti di due serie di lastre fittili, mediante l’utilizzo di scanner ad alta risoluzione e fotogrammetria digitale, e la successiva modellazione in ambiente digitale. Quest’ultima fase comporta l’elaborazione delle scansioni tramite software dedicati e la creazione di mesh per generare la stampa di copie fisiche 3D. In una fase successiva alla stampa 3D le copie saranno poi gestite con particolari tecnologie di esplorazione sensoriale che accompagneranno l’utente durante l’esperienza tattile con feedback sonori. La sperimentazione condotta in questa tesi vuole dimostrare come sia possibile portare ad una trasformazione del ruolo dei musei, da quello tradizionale di magazzino statico a quello di ambiente di apprendimento attivo a disposizione di tutti offrendo esperienze immersive ed educative.

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L'elaborato di tesi affronta le tematiche legate al rilievo tridimensionale di un'opera idraulica storica, georeferenziato nel proprio contesto territoriale per supportare applicazioni di gestione, manutenzione e protezione civile. Si illustrano le tecniche geomatiche adottate e la loro integrazione, evidenziando in particolare le procedure adottate nella elaborazione della nuvola di punti derivante dalla fusione di rilievi fotogrammetrici e con laser a scansione. Sono infine presentati alcuni dei prodotti realizzati.

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Our objective was to investigate spinal cord (SC) atrophy in amyotrophic lateral sclerosis (ALS) patients, and to determine whether it correlates with clinical parameters. Forty-three patients with ALS (25 males) and 43 age- and gender-matched healthy controls underwent MRI on a 3T scanner. We used T1-weighted 3D images covering the whole brain and the cervical SC to estimate cervical SC area and eccentricity at C2/C3 level using validated software (SpineSeg). Disease severity was quantified with the ALSFRS-R and ALS Severity scores. SC areas of patients and controls were compared with a Mann-Whitney test. We used linear regression to investigate association between SC area and clinical parameters. Results showed that mean age of patients and disease duration were 53.1 ± 12.2 years and 34.0 ± 29.8 months, respectively. The two groups were significantly different regarding SC areas (67.8 ± 6.8 mm² vs. 59.5 ± 8.4 mm², p < 0.001). Eccentricity values were similar in both groups (p = 0.394). SC areas correlated with disease duration (r = - 0.585, p < 0.001), ALSFRS-R score (r = 0.309, p = 0.044) and ALS Severity scale (r = 0.347, p = 0.022). In conclusion, patients with ALS have SC atrophy, but no flattening. In addition, SC areas correlated with disease duration and functional status. These data suggest that quantitative MRI of the SC may be a useful biomarker in the disease.

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Mutations in the SPG4 gene (SPG4-HSP) are the most frequent cause of hereditary spastic paraplegia, but the extent of the neurodegeneration related to the disease is not yet known. Therefore, our objective is to identify regions of the central nervous system damaged in patients with SPG4-HSP using a multi-modal neuroimaging approach. In addition, we aimed to identify possible clinical correlates of such damage. Eleven patients (mean age 46.0 ± 15.0 years, 8 men) with molecular confirmation of hereditary spastic paraplegia, and 23 matched healthy controls (mean age 51.4 ± 14.1years, 17 men) underwent MRI scans in a 3T scanner. We used 3D T1 images to perform volumetric measurements of the brain and spinal cord. We then performed tract-based spatial statistics and tractography analyses of diffusion tensor images to assess microstructural integrity of white matter tracts. Disease severity was quantified with the Spastic Paraplegia Rating Scale. Correlations were then carried out between MRI metrics and clinical data. Volumetric analyses did not identify macroscopic abnormalities in the brain of hereditary spastic paraplegia patients. In contrast, we found extensive fractional anisotropy reduction in the corticospinal tracts, cingulate gyri and splenium of the corpus callosum. Spinal cord morphometry identified atrophy without flattening in the group of patients with hereditary spastic paraplegia. Fractional anisotropy of the corpus callosum and pyramidal tracts did correlate with disease severity. Hereditary spastic paraplegia is characterized by relative sparing of the cortical mantle and remarkable damage to the distal portions of the corticospinal tracts, extending into the spinal cord.