992 resultados para accelerometri magnetometri scanner 3D Kinect


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A 3D intralaminar continuum damage mechanics based material model, combining damage mode interaction and material nonlinearity, was developed to predict the damage response of composite structures undergoing crush loading. This model captures the structural response without the need for calibration of experimentally determined material parameters. When used in the design of energy absorbing composite structures, it can reduce the dependence on physical testing. This paper validates this model against experimental data obtained from the literature and in-house testing. Results show that the model can predict the force response of the crushed composite structures with good accuracy. The simulated energy absorption in each test case was within 12% of the experimental value. Post-crush deformation and the damage morphologies, such as ply splitting, splaying and breakage, were also accurately reproduced. This study establishes the capability of this damage model for predicting the responses of composite structures under crushing loads.

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Linear aerospike nozzles are envisaged as a possible device able to improve launcher engine performance. One of the most interesting properties of these nozzles is the possibility of a good integration with the vehicle. Tb improve the knowledge of the flow-field and performance of aerospike nozzles, they are studied numerically, with particular attention to the differences between the basic two-dimensional nozzle, usually considered in the design phase, and the more realistic three-dimensional nozzle. The study considers different plug lengths and ambient pressures to assess the role of the linear plug side truncation on the base pressure behavior. Numerical tests are carried out at supersonic flight Mach number. Copyright © 2005 by M. Geron and R. Paciorri.F. Nasuti, F. Sabetta, E. Martelli.

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Estudar os mecanismos subjacentes à produção de fala é uma tarefa complexa e exigente, requerendo a obtenção de dados mediante a utilização de variadas técnicas, onde se incluem algumas modalidades imagiológicas. De entre estas, a Ressonância Magnética (RM) tem ganho algum destaque, nos últimos anos, posicionando-se como uma das mais promissoras no domínio da produção de fala. Um importante contributo deste trabalho prende-se com a otimização e implementação de protocolos (RM) e proposta de estratégias de processamento de imagem ajustados aos requisitos da produção de fala, em geral, e às especificidades dos diferentes sons. Para além disso, motivados pela escassez de dados para o Português Europeu (PE), constitui-se como objetivo a obtenção de dados articulatórios que permitam complementar informação já existente e clarificar algumas questões relativas à produção dos sons do PE (nomeadamente, consoantes laterais e vogais nasais). Assim, para as consoantes laterais foram obtidas imagens RM (2D e 3D), através de produções sustidas, com recurso a uma sequência Eco de Gradiente (EG) rápida (3D VIBE), no plano sagital, englobando todo o trato vocal. O corpus, adquirido por sete falantes, contemplou diferentes posições silábicas e contextos vocálicos. Para as vogais nasais, foram adquiridas, em três falantes, imagens em tempo real com uma sequência EG - Spoiled (TurboFLASH), nos planos sagital e coronal, obtendo-se uma resolução temporal de 72 ms (14 frames/s). Foi efetuada aquisição sincronizada das imagens com o sinal acústico mediante utilização de um microfone ótico. Para o processamento e análise de imagem foram utilizados vários algoritmos semiautomáticos. O tratamento e análise dos dados permitiu efetuar uma descrição articulatória das consoantes laterais, ancorada em dados qualitativos (e.g., visualizações 3D, comparação de contornos) e quantitativos que incluem áreas, funções de área do trato vocal, extensão e área das passagens laterais, avaliação de efeitos contextuais e posicionais, etc. No que respeita à velarização da lateral alveolar /l/, os resultados apontam para um /l/ velarizado independentemente da sua posição silábica. Relativamente ao /L/, em relação ao qual a informação disponível era escassa, foi possível verificar que a sua articulação é bastante mais anteriorizada do que tradicionalmente descrito e também mais extensa do que a da lateral alveolar. A resolução temporal de 72 ms conseguida com as aquisições de RM em tempo real, revelou-se adequada para o estudo das características dinâmicas das vogais nasais, nomeadamente, aspetos como a duração do gesto velar, gesto oral, coordenação entre gestos, etc. complementando e corroborando resultados, já existentes para o PE, obtidos com recurso a outras técnicas instrumentais. Para além disso, foram obtidos novos dados de produção relevantes para melhor compreensão da nasalidade (variação área nasal/oral no tempo, proporção nasal/oral). Neste estudo, fica patente a versatilidade e potencial da RM para o estudo da produção de fala, com contributos claros e importantes para um melhor conhecimento da articulação do Português, para a evolução de modelos de síntese de voz, de base articulatória, e para aplicação futura em áreas mais clínicas (e.g., perturbações da fala).

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Semi-autonomous avatars should be both realistic and believable. The goal is to learn from and reproduce the behaviours of the user-controlled input to enable semi-autonomous avatars to plausibly interact with their human-controlled counterparts. A powerful tool for embedding autonomous behaviour is learning by imitation. Hence, in this paper an ensemble of fuzzy inference systems cluster the user input data to identify natural groupings within the data to describe the users movement and actions in a more abstract way. Multiple clustering algorithms are investigated along with a neuro-fuzzy classifier; and an ensemble of fuzzy systems are evaluated.

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Social experiences realized through teleconferencing systems are still quite different from face to face meetings. The awareness that we are online and in a, to some extent, lesser real world are preventing us from really engaging and enjoying the event. Several reasons account for these differences and have been identified. We think it is now time to bridge these gaps and propose inspiring and innovative solutions in order to provide realistic, believable and engaging online experiences. We present a distributed and scalable framework named REVERIE that faces these challenges and provides a mix of these solutions. Applications built on top of the framework will be able to provide interactive, truly immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems.

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REVERIE (REal and Virtual Engagement in Realistic Immersive Environments) [1] is a multimedia and multimodal framework, which supports the creation of immersive games. The framework supports the creation of games integrating technologies such as 3D spatial audio, detection of the player’s body movement using Kinect and WIMO sensors, NPCs (Non-Playable Characters) with advanced AI capabilities featuring various levels of representation and gameplay into an immersive 3D environment. A demonstration game was developed for REVERIE, which is an adapted version of the popular Simon Says game. In the REVERIE version, a player tries to follow physical instructions issued by two autonomous agents with different degrees of realism. If a player follows a physical instruction correctly, they are awarded one point. If not, they are deducted one point. This paper presents a technical overview of the game technologies integrated in the Simon Says demo and its evaluation by players with variable computer literacy skills. Finally the potential of REVERIE as an immersive framework for gaming is discussed, followed by recommendations for improvements in future versions of the framework.

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The algorithm developed uses an octree pyramid in which noise is reduced at the expense of the spatial resolution. At a certain level an unsupervised clustering without spatial connectivity constraints is applied. After the classification, isolated voxels and insignificant regions are removed by assigning them to their neighbours. The spatial resolution is then increased by the downprojection of the regions, level by level. At each level the uncertainty of the boundary voxels is minimised by a dynamic selection and classification of these, using an adaptive 3D filtering. The algorithm is tested using different data sets, including NMR data.

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Empirical studies concerning face recognition suggest that faces may be stored in memory by a few canonical representations. In cortical area V1 exist double-opponent colour blobs, also simple, complex and end-stopped cells which provide input for a multiscale line/edge representation, keypoints for dynamic routing and saliency maps for Focus-of-Attention. All these combined allow us to segregate faces. Events of different facial views are stored in memory and combined in order to identify the view and recognise the face including facial expression. In this paper we show that with five 2D views and their cortical representations it is possible to determine the left-right and frontal-lateral-profile views and to achieve view-invariant recognition of 3D faces.

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Empirical studies concerning face recognition suggest that faces may be stored in memory by a few canonical representations. In cortical area V1 exist double-opponent colour blobs, also simple, complex and end-stopped cells which provide input for a multiscale line/edge representation, keypoints for dynamic feature routine, and saliency maps for Focus-of-Attention.

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Dissertação de mest., Produção, Edição e Comunicação de Conteúdos (Comunicação Multimédia), Faculdade de Ciências Humanas e Sociais, Univ. do Algarve, 2012

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This document contains the resolutions adopted at the anti-tariff meeting held at the Abbeville courthouse following taxes imposed by the federal government, which members of the state believed to be unconstitutional.

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Relatório da Prática de Ensino Supervisionada, Ensino de Informática, Universidade de Lisboa, 2013

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Thesis (Master's)--University of Washington, 2015

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In this study, we utilise a novel approach to segment out the ventricular system in a series of high resolution T1-weighted MR images. We present a brain ventricles fast reconstruction method. The method is based on the processing of brain sections and establishing a fixed number of landmarks onto those sections to reconstruct the ventricles 3D surface. Automated landmark extraction is accomplished through the use of the self-organising network, the growing neural gas (GNG), which is able to topographically map the low dimensionality of the network to the high dimensionality of the contour manifold without requiring a priori knowledge of the input space structure. Moreover, our GNG landmark method is tolerant to noise and eliminates outliers. Our method accelerates the classical surface reconstruction and filtering processes. The proposed method offers higher accuracy compared to methods with similar efficiency as Voxel Grid.