scholarly journals Spectral Color Management in Virtual Reality Scenes

Sensors ◽  
2020 ◽  
Vol 20 (19) ◽  
pp. 5658
Author(s):  
Francisco Díaz-Barrancas ◽  
Halina Cwierz ◽  
Pedro J. Pardo ◽  
Ángel Luis Pérez ◽  
María Isabel Suero

Virtual reality has reached a great maturity in recent years. However, the quality of its visual appearance still leaves room for improvement. One of the most difficult features to represent in real-time 3D rendered virtual scenes is color fidelity, since there are many factors influencing the faithful reproduction of color. In this paper we introduce a method for improving color fidelity in virtual reality systems based in real-time 3D rendering systems. We developed a color management system for 3D rendered scenes divided into two levels. At the first level, color management is applied only to light sources defined inside the virtual scene. At the second level, we applied spectral techniques over the hyperspectral textures of 3D objects to obtain a higher degree of color fidelity. To illustrate the application of this color management method, we simulated a virtual version of the Ishihara test for color blindness deficiency detection.

1999 ◽  
Vol 31 (21) ◽  
pp. 2215-2225 ◽  
Author(s):  
S Olbrich ◽  
H Pralle
Keyword(s):  

Author(s):  
Bryan Dickens ◽  
Steven Sellers ◽  
Gabe Harms ◽  
Owen Shartle ◽  
Conrad S. Tucker

The authors of this work propose a virtual reality approach that overcomes two fundamental challenges experienced in physical learning environments; i) variations in audial quality, and ii) variations in visual quality, in an effort to achieve individual customization of information content. In physical brick and mortar environments, the dissemination of information is influenced by the medium that the information travels through, which is typically distorted by line of sight constraints and constraints that distort sound waves. The fundamental research question is how to achieve consistent quality of information being disseminated, as the number of audience members increases? There exists a knowledge gap relating to the creation of a scalable, networked, system for enabling real time, information exchange. The authors propose a virtual reality approach to address these limitations of physical learning spaces that minimizes the variability in audial and visual information dissemination. A real time, networked architecture is proposed that enables multiple individuals to simultaneously experience the same quality of audial and visual information, based on the optimal geospatial position for audial and visual exposure determined. A case study is introduced that first quantifies simulations of the audial and visual information loss experienced by audience members receiving information at different geospatial locations in a brick and mortar environment. This information loss is compared against the proposed virtual reality architecture that minimizes the variation in information dissemination. The authors demonstrate that the proposed solution is an improved, scalable multi-user system, unlike brick and mortar environments that are constrained by size and geospatial positioning.


2019 ◽  
Vol 2 (5) ◽  
Author(s):  
Tong Wang

The compaction quality of the subgrade is directly related to the service life of the road. Effective control of the subgrade construction process is the key to ensuring the compaction quality of the subgrade. Therefore, real-time, comprehensive, rapid and accurate prediction of construction compaction quality through informatization detection method is an important guarantee for speeding up construction progress and ensuring subgrade compaction quality. Based on the function of the system, this paper puts forward the principle of system development and the development mode used in system development, and displays the development system in real-time to achieve the whole process control of subgrade construction quality.


2020 ◽  
pp. 89-96
Author(s):  
Sergei S. Kapitonov ◽  
Alexei S. Vinokurov ◽  
Sergei V. Prytkov ◽  
Sergei Yu. Grigorovich ◽  
Anastasia V. Kapitonova ◽  
...  

The article describes the results of comprehensive study aiming at increase of quality of LED luminaires and definition of the nature of changes in their correlated colour temperature (CCT) in the course of operation. Dependences of CCT of LED luminaires with remote and close location of phosphor for 10 thousand hours of operation in different electric modes were obtained; the results of comparison between the initial and final radiation spectra of the luminaires are presented; using mathematical statistics methods, variation of luminaire CCT over the service period claimed by the manufacturer is forecast; the least favourable electric operation modes with the highest CCT variation observed are defined. The obtained results have confirmed availability of the problem of variation of CCT of LED luminaires during their operation. Possible way of its resolution is application of more qualitative and therefore expensive LEDs with close proximity of phosphor or LEDs with remote phosphor. The article may be interesting both for manufacturers and consumers of LED light sources and lighting devices using them.


Author(s):  
S.B. Kudryashev ◽  
◽  
N.S. Assev ◽  
R.D. Belashov ◽  
V.A. Naumenko ◽  
...  

The article is devoted to solving one of the most important problems of the development of the sugar industry in Russia – the modernization of sugar production processes. Today, sugar production is actively being modernized, shifting most of its processes to the path of avomatization and optimization to improve the quality of products. This article describes one of the main ways to obtain information about the concentration of sucrose in syrup in the production of sugar.


Author(s):  
Ashish Dwivedi ◽  
Nirupma Tiwari

Image enhancement (IE) is very important in the field where visual appearance of an image is the main. Image enhancement is the process of improving the image in such a way that the resulting or output image is more suitable than the original image for specific task. With the help of image enhancement process the quality of image can be improved to get good quality images so that they can be clear for human perception or for the further analysis done by machines.Image enhancement method enhances the quality, visual appearance, improves clarity of images, removes blurring and noise, increases contrast and reveals details. The aim of this paper is to study and determine limitations of the existing IE techniques. This paper will provide an overview of different IE techniques commonly used. We Applied DWT on original RGB image then we applied FHE (Fuzzy Histogram Equalization) after DWT we have done the wavelet shrinkage on Three bands (LH, HL, HH). After that we fuse the shrinkage image and FHE image together and we get the enhance image.


2020 ◽  
Author(s):  
Almira Osmanovic Thunström ◽  
Iris Sarajlic Vuković ◽  
Lilas Ali ◽  
Tomas Larson ◽  
Steinn Steingrimsson

BACKGROUND Immersive virtual reality (VR) games are increasingly becoming part of everyday life. Several studies support immersive VR technology as a treatment method for mental health problems. There is however minimal research into the feasibility, prevalence, and quality of commercially available VR games on commercial platforms as tools for treatment or add on to treatment of mental health problems. OBJECTIVE The aim of this study was to explore the prevalence, feasibility and quality of commercially available games related to psychotherapy on a commercially available platform. METHODS We performed a search for keywords related to diagnosis and treatment strategies of mental health problems. The search was performed during March 27th on STEAM (VR content and gaming platform). A usability scale was used as a tool to look at the interaction and usability of the games, the VR-UI-UX-8. The tool contains 8 statements about usability scored 0-10, 0 indicating “Not at all” and 10 indicating “very much so”. The score ranges from 0-80 with a higher score indicating worse usability. RESULTS In total, 516 hits were found, 371 unique games. After the games were reviewed, 83 games passed the inclusion criteria, were purchased and played. Majority of the games which were excluded were either not connected to mental health, contained violence, adult content or were in other ways irrelevant or inappropriate. The mean score for the games on the VR-UI-UX-8 was 16.5 (standard deviation 15.8) with a range from 0-68. Most relevant and feasible games were found in the search words meditation, mindfulness, and LSD. CONCLUSIONS Commercial platforms hold great potential for VR games with psychotherapeutic components. The platforms are only at the beginning of the development towards serious games, e-learning and psychotherapeutic treatments. Currently the quality and usability for clinical and at home applicability are scarce, but hold great potential.


BMJ Open ◽  
2021 ◽  
Vol 11 (4) ◽  
pp. e044193
Author(s):  
Matthias Christian Schrempf ◽  
Julian Quirin Petzold ◽  
Hugo Vachon ◽  
Morten Aagaard Petersen ◽  
Johanna Gutschon ◽  
...  

IntroductionPatients with cancer undergoing surgery often suffer from reduced quality of life and various forms of distress. Untreated distress can negatively affect coping resources as well as surgical and oncological outcomes. A virtual reality-based stress reduction intervention may increase quality of life and well-being and reduce distress in the perioperative phase for patients with cancer. This pilot trial aims to explore the feasibility of the proposed intervention, assess patient acceptability and obtain estimates of effect to provide data for sample size calculations.Methods and analysisPatients with colorectal cancer and liver metastasis undergoing elective surgery will be recruited for this single-centre, randomised pilot trial with a three-arm design. A total of 54 participants will be randomised at 1:1:1 ratio to one of two intervention groups or a control receiving standard treatment. Those randomised to an intervention group will either receive perioperative virtual reality-based stress reduction exercises twice daily or listen to classical music twice daily. Primary feasibility outcomes are number and proportions of participants recruited, screened, consented and randomised. Furthermore, adherence to the intervention, compliance with the completion of the quality of life questionnaires and feasibility of implementing the trial procedures will be assessed. Secondary clinical outcomes are measurements of the effectiveness of the interventions to inform sample size calculations.Ethics and disseminationThe study protocol, the patient information and the informed consent form have been approved by the ethics committee of the Ludwigs-Maximilians-University, Munich, Germany (Reference Number: 19–915). Study findings will be submitted for publication in peer-reviewed journals.Trial registration numberDRKS00020909.


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