Visions Project K. 1 DIY: 3D Interactive Device

Leonardo ◽  
2015 ◽  
Vol 48 (2) ◽  
pp. 188-189
Author(s):  
Francesca Mereu ◽  
Javier Villarroel

The Visions Project K. 1 is an interactive video installation consisting of a volumetric device that allows visualization of 3D objects and their interaction with the user in real time. Objects are projected onto a pyramidal structure with an LCD monitor, and due to the special geometry of the structure, they look like real 3D objects floating inside the pyramid for any observer from any direction. The modular design of the components of the structure enables the user to build his or her own device DIY (Do It Yourself).

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
T. Notake ◽  
T. Iyoda ◽  
T. Arikawa ◽  
K. Tanaka ◽  
C. Otani ◽  
...  

AbstractThe capability for actual measurements—not just simulations—of the dynamical behavior of THz electromagnetic waves, including interactions with prevalent 3D objects, has become increasingly important not only for developments of various THz devices, but also for reliable evaluation of electromagnetic compatibility. We have obtained real-time visualizations of the spatial evolution of THz electromagnetic waves interacting with a single metal micro-helix. After the micro-helix is stimulated by a broadband pico-second pulse of THz electromagnetic waves, two types of anisotropic re-emissions can occur following overall inductive current oscillations in the micro-helix. They propagate in orthogonally crossed directions with different THz frequency spectra. This unique radiative feature can be very useful for the development of a smart antenna with broadband multiplexing/demultiplexing ability and directional adaptivity. In this way, we have demonstrated that our advanced measurement techniques can lead to the development of novel functional THz devices.


2021 ◽  
Author(s):  
Phathompat Boonyasaknanon ◽  
Raymond Pols ◽  
Katja Schulze ◽  
Robert Rundle

Abstract An augmented reality (AR) system is presented which enhances the real-time collaboration of domain experts involved in the geologic modeling of complex reservoirs. An evaluation of traditional techniques is compared with this new approach. The objective of geologic modeling is to describe the subsurface as accurately and in as much detail as possible given the available data. This is necessarily an iterative process since as new wells are drilled more data becomes available which either validates current assumptions or forces a re-evaluation of the model. As the speed of reservoir development increases there is a need for expeditious updates of the subsurface model as working with an outdated model can lead to costly mistakes. Common practice is for a geologist to maintain the geologic model while working closely with other domain experts who are frequently not co-located with the geologist. Time-critical analysis can be hampered by the fact that reservoirs, which are inherently 3D objects, are traditionally viewed with 2D screens. The system presented here allows the geologic model to be rendered as a hologram in multiple locations to allow domain experts to collaborate and analyze the reservoir in real-time. Collaboration on 3D models has not changed significantly in a generation. For co-located personnel the approach is to gather around a 2D screen. For remote personnel the approach has been sharing a model through a 2D screen along with video chat. These approaches are not optimal for many reasons. Over the years various attempts have been tried to enhance the collaboration experience and have all fallen short. In particular virtual reality (VR) has been seen as a solution to this problem. However, we have found that augmented reality (AR) is a much better solution for many subtle reasons which are explored in the paper. AR has already acquired an impressive track record in various industries. AR will have applications in nearly all industries. For various historical reasons, the uptake for AR is much faster in some industries than others. It is too early to tell whether the use of augmented reality in geological applications will be transformative, however the results of this initial work are promising.


2015 ◽  
Vol 75 (4) ◽  
Author(s):  
Ajune Wanis Ismail ◽  
Mark Bilinghust ◽  
Mohd Shahrizal Sunar

In this paper, we describe a new tracking approach for object handling in Augmented Reality (AR). Our approach improves the standard vision-based tracking system during marker extraction and its detection stage. It transforms a unique tracking pattern into set of vertices which are able to perform interaction such as translate, rotate, and copy. This is based on arobust real-time computer vision algorithm that tracks a paddle that a person uses for input. A paddle pose pattern is constructed in a one-time calibration process and through vertex-based calculation of the camera pose relative to the paddle we can show 3D graphics on top of it. This allows the user to look at virtual objects from different viewing angles in the AR interface and perform 3D object manipulation. This approach was implemented using marker-based tracking to improve the tracking in term of the accuracy and robustness in manipulating 3D objects in real-time. We demonstrate our improved tracking system with a sample Tangible AR application, and describe how the system could be improved in the future.


2020 ◽  
Vol 2020 ◽  
pp. 1-10
Author(s):  
Wei Li ◽  
Junhua Gu ◽  
Benwen Chen ◽  
Jungong Han

Scene parsing plays a crucial role when accomplishing human-robot interaction tasks. As the “eye” of the robot, RGB-D camera is one of the most important components for collecting multiview images to construct instance-oriented 3D environment semantic maps, especially in unknown indoor scenes. Although there are plenty of studies developing accurate object-level mapping systems with different types of cameras, these methods either process the instance segmentation problem in completed mapping or suffer from a critical real-time issue due to heavy computation processing required. In this paper, we propose a novel method to incrementally build instance-oriented 3D semantic maps directly from images acquired by the RGB-D camera. To ensure an efficient reconstruction of 3D objects with semantic and instance IDs, the input RGB images are operated by a real-time deep-learned object detector. To obtain accurate point cloud cluster, we adopt the Gaussian mixture model as an optimizer after processing 2D to 3D projection. Next, we present a data association strategy to update class probabilities across the frames. Finally, a map integration strategy fuses information about their 3D shapes, locations, and instance IDs in a faster way. We evaluate our system on different indoor scenes including offices, bedrooms, and living rooms from the SceneNN dataset, and the results show that our method not only builds the instance-oriented semantic map efficiently but also enhances the accuracy of the individual instance in the scene.


2017 ◽  
Vol 60 (6S) ◽  
pp. 1800-1809 ◽  
Author(s):  
Gabriel J. Cler ◽  
Talia Mittelman ◽  
Maia N. Braden ◽  
Geralyn Harvey Woodnorth ◽  
Cara E. Stepp

Purpose Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion Results suggest that video game–based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. Supplemental Material https://doi.org/10.23641/asha.5116828


2017 ◽  
Vol 19 (6) ◽  
pp. 911-919 ◽  
Author(s):  
Tirthankar Roy ◽  
Aleix Serrat-Capdevila ◽  
Juan Valdes ◽  
Matej Durcik ◽  
Hoshin Gupta

Abstract The task of real-time streamflow monitoring and forecasting is particularly challenging for ungauged or sparsely gauged river basins, and largely relies upon satellite-based estimates of precipitation. We present the design and implementation of a state-of-the-art real-time streamflow monitoring and forecasting platform that integrates information provided by cutting-edge satellite precipitation products (SPPs), numerical precipitation forecasts, and multiple hydrologic models, to generate probabilistic streamflow forecasts that have an effective lead time of 9 days. The modular design of the platform enables adding/removing any model/product as may be appropriate. The SPPs are bias-corrected in real-time, and the model-generated streamflow forecasts are further bias-corrected and merged, to produce probabilistic forecasts that are computed via several model averaging techniques. The platform is currently operational in multiple river basins in Africa, and can also be adapted to any new basin by incorporating some basin-specific changes and recalibration of the hydrologic models.


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