نتایج جستجو برای: computer generated holography
تعداد نتایج: 855816 فیلتر نتایج به سال:
Attaining a realistic, high fidelity distributed virtual environment for next generation aircrew training requires that air operations, command and control, and logistics activities be correctly simulated for both the manned and computer-controlled actors. Computer-generated actors are especially important to the attainment of these next generation capabilities since they will be the opponents ...
In this article, we demonstrate the use of composing ‘experience’ in the form of piece location probability values derived from a database of matein-3 chess problems. This approach was compared against a ‘random’ one. Comparisons were made using ‘experiences’ derived from three different databases, i.e. problems by human composers (HC), computer-generated compositions that used the HC experienc...
We describe the development of a computer-generated arena within which one can study human place learning by asking subjects to locate an invisible target. A series of studies demonstrate that such learning is based on acquiring knowledge about the spatial relations among the distal cues presented in this arena. We show that (1) the presence of proximal cues does not prevent learning about the ...
We propose a combined line segment and elliptical arc detector, which formally guarantees the control of the number of false positives and requires no parameter tuning. The accuracy of the detected elliptical features is improved by using a novel non-iterative ellipse fitting technique, which merges the algebraic distance with the gradient orientation. The performance of the detector is evaluat...
In a recent paper, those quasigroup identities involving at most three variables and of “length” six which force the quasigroup to be a loop or group have been enumerated by computer. We separate these identities into subsets according to what classes of loops they define and also provide humanlycomprehensible proofs for most of the computer-generated results.
Virtual worlds are three-dimensional, computer-generated worlds in which users take the form of avatars and use those avatars to interact with objects and other avatars in the virtual world. Virtual worlds are growing in importance in both educational institutions and businesses. Educational institutions have adopted virtual worlds as a medium for instructional delivery whereas businesses are u...
This paper describes an interdisciplinary experiment in controlling semi-autonomous animated human forms with natural language input. These computer-generated characters resemble traditional stage actors, in that they are more autonomous than traditional hand-guided animated characters, and less autonomous than fully improvisational agents. We introduce the desktop tkeatev metaphor, reserving f...
Increasingly the digital content used in everyday life has little or no human intervention in its creation. Typically, when such content is delivered to consumers it comes with attached claims of copyright. However, depending on the jurisdiction, approaches to ownership of computer-generated works vary from legislated to uncertain. In this paper we look at the various approaches taken by the co...
We propose a sensor for ocular aberration measurement and validate the design with simulations. It involves the design of a CGH as encoded dots and its holographic reconstruction. The reconstructed dots are imaged on a CCD and a simple normalized intensity difference of the pair of dots gives the information of ocular spherocylindrical aberrations. The simulation results have demonstrated simul...
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