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oe1(光电查) - 科学论文

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  • [IEEE 2019 IEEE International Meeting for Future of Electron Devices, Kansai (IMFEDK) - Kyoto, Japan (2019.11.14-2019.11.15)] 2019 IEEE International Meeting for Future of Electron Devices, Kansai (IMFEDK) - Defect Evaluation of O <sub/>2</sub> -annealed TaO <sub/>x</sub> for Transparent ReRAM with High Resistance Ratio $(R_{\mathrm{HRS}}/R_{\mathrm{LRS}}>10^{9}$

    摘要: Starting from an upright standing posture and reaching for a target that requires some forward bending of the trunk can involve many different configurations of the trunk and limb segments. We sought to determine if configurations of the limb and trunk segments during our standardized full-body reaching tasks were influenced by the visual environment. This paper examined movement patterns of healthy participants (n = 17, eight female and nine male) performing full body reaching tasks to: 1) real-world targets; 2) virtual targets presented on a 3-D television; and 3) virtual targets presented using a head-mounted display. For reaches performed in the virtual world, the avatar was presented from a third-person perspective for the 3-D television and from a first-person perspective for the head-mounted display. Reaches to virtual targets resulted in significantly greater excursions of the ankle, knee, hip, spine, and shoulder compared with reaches made to real-world targets. This resulted in significant differences in the forward and downward displacements of the whole-body center of mass between the visual environments. Visual environment clearly influences how subjects perform full-body reaching tasks to static targets. Because a primary goal of virtual reality within rehabilitation is often to restore movement following orthopedic or neurologic injury, it is important to understand how visual environment will affect motor behavior. The present findings suggest that the existing game systems that track and present avatars from a third-person perspective elicit significantly different motor behavior when compared with the same tasks being presented from a first-person perspective.

    关键词: trunk control,virtual reality,kinematics,Full-body reaching

    更新于2025-09-23 15:21:01

  • Improving project communication in the architecture, engineering and construction industry: Coupling virtual reality and laser scanning

    摘要: In recent years, the demand for accurate, clear and easy-understandable information has been steadily rising within the Architecture, Engineering and Construction (AEC) industry’s stakeholders. Despite this, a sizeable portion of this industry still considers the traditional approach to Construction Engineering, disregarding major innovations and technologic advances. This not only poses a great obstacle to proper communication between project-related entities but also presents a significant challenge for retrofitting projects. This article proposes a workflow for the improvement of communication in construction projects, in particular between professionals who lack specific BIM skills. Thus, by coupling laser scanning and Virtual Reality (VR), within a Building Information Modelling (BIM) work environment, this workflow comprises the entire process from on-site geometric data acquisition, through data treatment and analysis, culminating with the point-cloud importation into a game engine and the development of navigation and interaction tools within the VR environment. The framework is validated through its application to a proof of concept, from which conclusions regarding the workflow success, limitations, optimization, among other topics are discussed.

    关键词: Project communication,Building retrofitting,Laser scanning surveying,Building Information Modelling,Virtual Reality

    更新于2025-09-23 15:21:01

  • [IEEE 2019 15th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) - Sorrento, Italy (2019.11.26-2019.11.29)] 2019 15th International Conference on Signal-Image Technology & Internet-Based Systems (SITIS) - Assessment of OLED Head Mounted Display for Vision Research with Virtual Reality

    摘要: Vision researchers often rely on visual display technology to present observers with controlled stimuli, usually by means of a calibrated computer screen. Virtual Reality (VR) may allow a similar level of control, together with higher realism of the stimulation and a visual field larger than what is achievable on a standard computer monitor. To produce the desired the stimuli, accurate characterization of the spectral properties of the display is necessary. However, this process might not be trivial on VR displays, because 1) the Head Mounted Displays (HMD) used in VR are typically designed to be light-weight and low energy consuming, thus they might not meet some of the standard assumptions in display calibration, 2) the VR software might affect the color and luminance signal in a complex way, further complicating the calibration process. Here we show that 1) a common, off-the-shelf display used in our experiments behaves similarly to a standard OLED monitor, 2) the VR gaming engine we tested (Unreal Engine 4) introduces a complex behavior, 3) which can be disabled. This allows to accurately control colors and luminance emitted by the display, thus enabling its use for perceptual experiments.

    关键词: Head Mounted Display,Color Calibration,Vision Research,Virtual Reality,OLED

    更新于2025-09-23 15:21:01

  • Saliency-Guided Stereo Camera Control for Comfortable VR Explorations

    摘要: The quality of visual comfort and depth perception is a crucial requirement for virtual reality (VR) applications. This paper investigates major causes of visual discomfort and proposes a novel virtual camera controlling method using visual saliency to minimize visual discomfort. We extract the saliency of each scene and properly adjust the convergence plane to preserve realistic 3D effects. We also evaluate the effectiveness of our method on free-form architecture models. The results indicate that the proposed saliency-guided camera control is more comfortable than typical camera control and gives more realistic depth perception.

    关键词: visual comfort,virtual reality exploration,stereo 3D,visual saliency

    更新于2025-09-23 15:21:01

  • [IEEE 2019 IEEE 46th Photovoltaic Specialists Conference (PVSC) - Chicago, IL, USA (2019.6.16-2019.6.21)] 2019 IEEE 46th Photovoltaic Specialists Conference (PVSC) - Synchrotron and optical probing of hybrid organic-inorganic perovskite halides for photovoltaics

    摘要: Supporting high data rate wireless connectivity among wearable devices in a dense indoor environment is challenging. This is primarily due to bandwidth scarcity when many users operate multiple devices simultaneously. The millimeter-wave (mmWave) band has the potential to address this bottleneck, thanks to more spectrum and less interference because of signal blockage at these frequencies. In this paper, we explain the potential and challenges associated with using mmWave for wearable networks. To provide a means for concrete analysis, we present a system model that admits easy analysis of dense, indoor mmWave wearable networks. We evaluate the performance of the system while considering the unique propagation features at mmWave frequencies, such as human body blockages and re?ections from walls. One conclusion is that the non-isotropy of the surroundings relative to a reference user causes variations in system performance depending on the user location, body orientation, and density of the network. The impact of using antenna arrays is quanti?ed through analytic closed-form expressions that incorporate antenna gain and directivity. It is shown that using directional antennas, positioning the transceiver devices appropriately, and orienting the human user body in certain directions depending on the user location result in gigabits-per-second achievable ergodic rates for mmWave wearable networks.

    关键词: personal communication networks,wearable computers,signal to noise ratio,Millimeter wave communication,performance analysis,analytic models,indoor communication,internet of things,virtual reality

    更新于2025-09-23 15:19:57

  • [IEEE 2019 IEEE 46th Photovoltaic Specialists Conference (PVSC) - Chicago, IL, USA (2019.6.16-2019.6.21)] 2019 IEEE 46th Photovoltaic Specialists Conference (PVSC) - Photoinduced phase segregation and degradation of perovskites revealed by x-ray photoelectron spectroscopy

    摘要: A study was conducted to investigate the criterion validity of measures of upper extremity (UE) motor function derived during practice of virtual activities of daily living (ADLs). Fourteen hemiparetic stroke patients employed a Virtual Occupational Therapy Assistant (VOTA), consisting of a high-fidelity virtual world and a Kinect? sensor, in four sessions of approximately one hour in duration. An unscented Kalman Filter-based human motion tracking algorithm estimated UE joint kinematics in real-time during performance of virtual ADL activities, enabling both animation of the user's avatar and automated generation of metrics related to speed and smoothness of motion. These metrics, aggregated over discrete sub-task elements during performance of virtual ADLs, were compared to scores from an established assessment of UE motor performance, the Wolf Motor Function Test (WMFT). Spearman's rank correlation analysis indicates a moderate correlation between VOTA-derived metrics and the time-based WMFT assessments, supporting the criterion validity of VOTA measures as a means of tracking patient progress during an UE rehabilitation program that includes practice of virtual ADLs.

    关键词: Human computer interaction,occupational therapy,patient rehabilitation,human motion tracking,virtual reality,human motor performance

    更新于2025-09-23 15:19:57

  • [Advances in Intelligent Systems and Computing] Intelligent Human Systems Integration 2019 Volume 903 (Proceedings of the 2nd International Conference on Intelligent Human Systems Integration (IHSI 2019): Integrating People and Intelligent Systems, February 7-10, 2019, San Diego, California, USA) || The Relationship Among the Optical Aspects of Photographic Composition and the Quality, Perception and Interpretation of the Realism in Virtual Images

    摘要: This work investigates the connection among optical aspects of photographic composition and the quality, perception and interpretation of the level of realism of images. Therefore, to investigate this connection, an experiment was carried out in two steps: The first step consisted of performing analyzes of the optical or photographic contrasts of previously selected images. The second step was the elaboration of a questionnaire with 19 images selected in the first step, aiming to collect data about the perception and opinion of the users. Finally, the objective data from the first step was crossed with the subjective data from the second. The conclusion indicates evidence of the connection or convergence between images that obey the principles of photographic composition that are perceived as having better realism by the users. It is plausible to consider the importance of photo-graphic theory to image design for the users perceive the images as more realistic.

    关键词: Virtual reality,Realism,User experience,Photography,Perception

    更新于2025-09-19 17:15:36

  • [ACM Press SIGGRAPH Asia 2017 Posters - Bangkok, Thailand (2017.11.27-2017.11.30)] SIGGRAPH Asia 2017 Posters on - SA '17 - VR lighting design

    摘要: Lighting design is a crucial process in video games, animation, interior design, and some other fields. Current lighting design systems support only direct lighting paradigm which requires fine-tuning each light’s parameters to achieve a global lighting effect. In this study, we developed an integrated lighting design system which comprises direct, indirect, and inverse lighting design paradigms in VR environment. The system provides designers with an immersive, intuitive, and effective way of lighting design.

    关键词: Lighting design,Computer-aided design,Virtual reality,VR,Inverse lighting

    更新于2025-09-19 17:15:36

  • 27.2: <i>Invited Paper:</i> High resolution FMM process for AMOLED displays

    摘要: Fine metal mask (FMM) is one of the biggest hurdles to realize high resolution AMOLED displays for smartphone and virtual reality (VR). Various kinds of the material and processing technologies for high resolution FMMs are discussed.

    关键词: Invar,Chemical Etching,VR (Virtual Reality),Electroforming,Laser patterning,FMM (Fine Metal Mask),UHD (Ultra High Definition),AMOLED

    更新于2025-09-19 17:13:59

  • Practical Chromatic Aberration Correction in Virtual Reality Displays Enabled by Cost‐Effective Ultra‐Broadband Liquid Crystal Polymer Lenses

    摘要: Chromatic aberration (CA) is a critical issue in immersive virtual reality displays. The current digital compensation method can reduce the CA by pre-processing the image contents but at the cost of extra memory space, processing time, and power consumption. Moreover, it is not possible to digitally compensate the CA within each color channel. Here, a practical optical approach is presented to correct the CAs, including the sub-channel ones, in the virtual reality system, whose functionality is verified by both ray-tracing analysis and experimental results. In this device, a compact ultra-broadband Pancharatnam-Berry phase lens (PBL) with complex axial molecular structure is fabricated and then hybridized with a refractive Fresnel lens. Due to their opposite chromatic dispersion, the system’s CA is significantly reduced. To eliminate ghost image from the zero-order leakage of PBL, a broadband circular polarizer is implemented to block the stray light. As a result, clear image within the entire 100° field-of-view is achieved. The proposed large-size cost-efficient broadband wide-view flat optics can practically benefit not only virtual reality displays but also general imaging systems for practical applications and scientific research.

    关键词: metasurfaces,planar lenses,virtual reality,liquid crystal polymers,chromatic aberration

    更新于2025-09-19 17:13:59