- 标题
- 摘要
- 关键词
- 实验方案
- 产品
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Incorporating Virtual Reality into the Teaching and Training of Grid-Tie Photovoltaic Power Plants Design
摘要: The current dif?culty in obtaining ?nancial resources to acquire equipment for training personnel and the requirement of well-trained engineers in the industry looking toward sustainability, creates an opportunity to innovate in teaching tools, such as the proposed in this article, where a virtual world is projected, integrating the planning and design of a photovoltaic power plant (PV). The user can interact while immersed in the virtual scene as if the PV system were already installed, illustrating technical characteristics of selected equipment and its installation details, while the user is interacting with didactic activities focused on visual, auditory, and kinesthetic learning. This paper summarizes an initiative within the teaching–learning context, which aims to show the advantages of using modern tools, such as virtual reality, to achieve teaching goals in a renewable energy course.
关键词: teaching innovation,virtual photovoltaic planning,educational technology,virtual training,virtual reality
更新于2025-09-16 10:30:52
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Wirtinger holography for near-eye displays
摘要: Near-eye displays using holographic projection are emerging as an exciting display approach for virtual and augmented reality at high-resolution without complex optical setups D shifting optical complexity to computation. While precise phase modulation hardware is becoming available, phase retrieval algorithms are still in their infancy, and holographic display approaches resort to heuristic encoding methods or iterative methods relying on various relaxations. In this work, we depart from such existing approximations and solve the phase retrieval problem for a hologram of a scene at a single depth at a given time by revisiting complex Wirtinger derivatives. We also discuss extending our framework to render 3D volumetric scenes. Using Wirtinger derivatives allows us to pose the phase retrieval problem as a quadratic problem which can be minimized with first-order optimization methods. The proposed Wirtinger Holography is flexible and facilitates the use of different loss functions, including learned perceptual losses parametrized by deep neural networks, as well as stochastic optimization methods. We validate this framework by demonstrating holographic reconstructions with an order of magnitude lower error, both in simulation and on an experimental hardware prototype.
关键词: augmented reality,computer generated holography,near-eye display,vergence-accommodation conflict,computational displays,virtual reality
更新于2025-09-16 10:30:52
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Region of interest–based segmented tiled adaptive streaming using head-mounted display tracking sensing data
摘要: To support 360 virtual reality video streaming services, high resolutions of over 8K and network streaming technology that guarantees consistent quality of service are required. To this end, we propose 360 virtual reality video player technology and a streaming protocol based on MPEG Dynamic Adaptive Streaming over HTTP Spatial Representation Description to support the player. The player renders the downsized video as the base layer, which has a quarter of the resolution of the original video, and high-quality video tiles consisting of tiles obtained from the tiled-encoded high-quality video (over 16K resolution) as the enhanced layer. Furthermore, we implemented the system and conducted experiments to measure the network bandwidth for 16K video streaming and switching latency arising from changes in the viewport. From the results, we confirmed that the player has a switching latency of less than 1000 ms and a maximum network download bandwidth requirement of 100 Mbps.
关键词: region of interest rendering,virtual reality,Head-mounted display,adaptive streaming,tracking sensor
更新于2025-09-16 10:30:52
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Preserving the Knowledge of the Past Through Virtual Visits: From 3D Laser Scanning to Virtual Reality Visualisation at the Istanbul ??atalca ?°nce??iz Caves
摘要: Cultural landscapes are those that are shaped through the combined forces of cultural and natural activity, typically over a long period that may reach back to historic and prehistoric times. Amongst these, the documenting, modelling and visualisation of cave landscapes have always been particularly important for scientific communities such as speleology. In the current state of the art, terrestrial laser scanning provides a level of documentation of objects whose accuracy cannot be achieved by conventional methods. In addition to the highly accurate metric and geometric information, visual information brings incredible richness to the presentation of data. Virtual reality (VR) allows individuals to immerse themselves within virtual environments to explore monuments and other cultural heritage sites up close. More and more, VR systems are available at lower prices and are not only limited to VR labs. In this paper, we present research on the generation of a virtual 3D model of the ?nce?iz caves, located at the ?atalca district of Istanbul, Turkey, and its integration within the Unity 3D game engine. This project, carried out as a collaboration between B?MTA?, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany, aimed at developing an immersive and interactive VR visualisation of the cave for the HTC Vive Pro VR system. The entire workflow, from data acquisition to VR visualisation, is described here in detail with particular emphasis given to the 3D modelling of the cave and its integration within a VR environment.
关键词: HTC Vive Pro,Cave,3D,Modelling,Virtual reality,Digital reconstruction
更新于2025-09-16 10:30:52
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3.1: <i>Invited Paper:</i> OLED Micro‐displays for VR/AR Applications
摘要: OLED Micro-displays with single crystal silicon (CMOS) backplane for VR and AR applications will be discussed. An overview of the OLED micro-display market size and requirements followed by the fabrication process, as it exists today, will be first discussed. The requirement of high brightness micro-displays for both VR and AR applications will be discussed. Recent development of a high brightness (greater than 7,000 cd/m2) full color 1920x1200 and 2Kx2K resolution OLED micro-displays at eMagin Corporation will be discussed. The performance details of this high resolution high brightness OLED micro-display will be presented.
关键词: high resolution,virtual reality,AMOLED,microdisplay,head-mounted display,augmented reality,OLED
更新于2025-09-11 14:15:04
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Improved Performance of Deep Ultraviolet Photodetector From Sputtered Ga <sub/>2</sub> O <sub/>3</sub> Films Using Post-Thermal Treatments
摘要: The upper limb rehabilitation training is critical and indispensable for post-stroke patients. In recent years, an increasing number of rehabilitation robots have been well-designed, and the advantages of these robotic devices include making repetitive movements easily, automating the therapy process and supply therapists with a novel tool. Thus, we design a rehabilitation training and administration system for upper limb rehabilitation robot (TAS). In the system, the user information interfaces are introduced so that therapists can collect, store, retrieve and exchange patients’ identification electronically. Moreover, the passive training method and virtual reality games are programmed to stimulate patients’ enthusiasm in training process. Using the database, the basic information and historical training performance are stored for further analysis. Finally, the experiment demonstrates that our system is reliable and user-friendly to improve efficiency of rehabilitation therapies, which provide a feasible solution to the shortage of therapists.
关键词: virtual reality games,upper limb rehabilitation robot,human-robot interaction,rehabilitation training
更新于2025-09-11 14:15:04
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Surface Light Field Compression using a Point Cloud Codec
摘要: Light ?eld (LF) representations aim to provide photo-realistic, free-viewpoint viewing experiences. However, the most popular LF representations are images from multiple views. Multi-view image-based representations generally need to restrict the range or degrees of freedom of the viewing experience to what can be interpolated in the image domain, essentially because they lack explicit geometry information. We present a new surface light ?eld (SLF) representation based on explicit geometry, and a method for SLF compression. First, we map the multi-view images of a scene onto a 3D geometric point cloud. The color of each point in the point cloud is a function of viewing direction known as a view map. We represent each view map ef?ciently in a B-Spline wavelet basis. This representation is capable of modeling diverse surface materials and complex lighting conditions in a highly scalable and adaptive manner. The coef?cients of the B-Spline wavelet representation are then compressed spatially. To increase the spatial correlation and thus improve compression ef?ciency, we introduce a smoothing term to make the coef?cients more similar across 3D space. We compress the coef?cients spatially using existing point cloud compression (PCC) methods. On the decoder side, the scene is rendered ef?ciently from any viewing direction by reconstructing the view map at each point. In contrast to multi-view image-based LF approaches, our method supports photo-realistic rendering of real-world scenes from arbitrary viewpoints, i.e., with an unlimited six degrees of freedom (6DOF). In terms of rate and distortion, experimental results show that our method achieves superior performance with lighter decoder complexity compared with a reference image-plus-geometry compression (IGC) scheme, indicating its potential in practical virtual and augmented reality applications.
关键词: point cloud compression,free-viewpoint,full 6DoF,augmented reality,Surface light ?eld,virtual reality
更新于2025-09-10 09:29:36
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[IEEE 2018 VII. Lighting Conference of the Visegrad Countries (Lumen V4) - Trebic, Czech Republic (2018.9.18-2018.9.20)] 2018 VII. Lighting Conference of the Visegrad Countries (Lumen V4) - Evaluation of Lighting Design Based on Computer Simulation
摘要: Photorealistic computer simulations are now a popular method of lighting design. They are usually associated with the illumination of objects, but they are also successfully used in interior lighting, especially representative lighting. The problem of the verifiability of the tool is often discussed and in which cases only visualization without purely analytical calculations can be used to evaluate the lighting design. The article presents both subjective and objective studies of conformity of a project made using photorealistic visualization and its subsequent implementation. Subjectively it means based on the comparison of simulation images made with different accuracy, with post-implementation photographs of these projects, objectively – on the basis of measurements of the luminance of the completed project and their reference to distributions previously generated by computer. The field measurements carried out as well as surveys have clearly shown that computer simulations in the form of raster images are a reliable design tool in the hands of a lighting designer. The future of the lighting design is also presented.
关键词: advanced lighting simulation,lighting design,virtual reality of lighting,floodlighting
更新于2025-09-10 09:29:36
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[IEEE 2018 2nd International Conference on Biomedical Engineering (IBIOMED) - Bali, Indonesia (2018.7.24-2018.7.26)] 2018 2nd International Conference on Biomedical Engineering (IBIOMED) - Study on the Comparison of the Difference of Reaching Between the Real and the Virtual Environment Using HMD
摘要: The purposes of this research are to investigate a difference of human cognitive behavior (in other word, ecological cognition) in VR using HMD and the real environment and to examine a method to compensate the difference. Therefore, this research conducts a comparative experiment using a cognitive behavior called “Reaching”. First, a subject estimates the longest distance to a cylinder placed in front of the subject at which the subject can reach the cylinder. After that, the subject grabs the cylinder and places it as far as possible. The result is investigated in the real and the virtual environment. In the real, it has been found that the longest distance to an object for a person to decide to be able to reach for and grab the object is about 1.1 times as long as the longest distance where a person actually can reach for grab the object. On the other hand, despite the same scale of the real and the VR environment, this research showed the value in the virtual environment is not the same as one in the real. In addition, the result of measuring the trajectory of grasping the cylinder also showed that there is a difference between the real and the VR environment. As the result, it was found that there is an essential cognition difference between the real and the VR environment, and the amount of environmental information and experience of the virtual environment may influence the ecological cognition in the virtual environment. In addition, as a method to complement the difference, it was suggested that it is necessary to give sufficient information to cognitive behavior.
关键词: Environment,Human Behavior,Ecological Cognition,Head Mounted Display,Virtual Reality
更新于2025-09-10 09:29:36
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P-12.2: Active Matrix Field Sequential Color Electrically Suppressed Helix Ferroelectric Liquid Crystal for High Resolution Displays
摘要: In this article, we disclose a 3-inch 250ppi active matrix field sequential color electrically suppressed ferroelectric liquid crystal (ESHFLC) display. ESHFLC’s ultra-fast response time (~10μs at 6.67V/μm) enables the display resolution to be tripled via field sequential color technique. Photo-alignment technology provides ESHFLC with optimal anchoring energy which contributes to a high contrast ratio over 10K:1. Specific 3T1C pixel circuit is designed to convert the analog signal to pulse width modulation. Thus the field sequential color ESHFLC display is achieved on LTPS TFT panel. With the delivered prototype, we successfully demonstrate the active matrix FSC ESHFLC integrated display system. We believe this display may replace IPS or FFS in the near future for portable mobile market. Moreover, high resolution FSC ESHFLC can find more applications in emerging virtual reality displays.
关键词: Active Matrix Field Sequential Color,Fast Response,Ferroelectric Liquid Crystal Displays,Virtual Reality
更新于2025-09-10 09:29:36