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15,187 result(s) for "3-D graphics"
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Biology's new dimension
There is a big difference between a flat layer of cells and a complex, three-dimensional tissue. Until recently, many biologists have glossed over this fact. Mina Bissell says cells can behave differntly in 3-D rather than 2-D cultures.
Discovery of a Three-Dimensional Topological Dirac Semimetal, Na3Bi
Three-dimensional (3D) topological Dirac semimetals (TDSs) represent an unusual state of quantum matter that can be viewed as \"3D graphene.\" In contrast to 2D Dirac fermions in graphene or on the surface of 3D topological insulators, TDSs possess 3D Dirac fermions in the bulk. By investigating the electronic structure of Na3Bi with angle-resolved photoemission spectroscopy, we detected 3D Dirac fermions with linear dispersions along all momentum directions. Furthermore, we demonstrated the robustness of 3D Dirac fermions in Na3Bi against in situ surface doping. Our results establish Na3Bi as a model system for 3D TDSs, which can serve as an ideal platform for the systematic study of quantum phase transitions between rich topological quantum states.
A Comprehensive Performance Evaluation of 3D Local Feature Descriptors
A number of 3D local feature descriptors have been proposed in the literature. It is however, unclear which descriptors are more appropriate for a particular application. A good descriptor should be descriptive, compact, and robust to a set of nuisances. This paper compares ten popular local feature descriptors in the contexts of 3D object recognition, 3D shape retrieval, and 3D modeling. We first evaluate the descriptiveness of these descriptors on eight popular datasets which were acquired using different techniques. We then analyze their compactness using the recall of feature matching per each float value in the descriptor. We also test the robustness of the selected descriptors with respect to support radius variations, Gaussian noise, shot noise, varying mesh resolution, distance to the mesh boundary, keypoint localization error, occlusion, clutter, and dataset size. Moreover, we present the performance results of these descriptors when combined with different 3D keypoint detection methods. We finally analyze the computational efficiency for generating each descriptor.
Virtual memory palaces: immersion aids recall
Virtual reality displays, such as head-mounted displays (HMD), afford us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with salient features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a first step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces.
UTAUT in Metaverse: An “Ifland” Case
Since 2021, big tech companies have been interested in metaverse platforms and services. Metaverse is the permanent, immersive mixed-reality world where people and people and people and objects can synchronously interact, collaborate, and live beyond the limitations of time and space, using avatars and the immersion-supporting devices, platforms, and infrastructures. On metaverse platforms, people can merge the real world and the virtual world. Because the metaverse has only recently begun to be studied, there are only dozens of studies on the metaverse published in qualified academic journals. There are few empirical studies on the extent to which metaverse platforms will be accommodated in the lives of information system users from an integrated perspective. Therefore, this paper aimed to empirically verify user acceptance of metaverse platforms by referring the unified theory of acceptance and use of technology (UTAUT). This study was conducted in two stages. (1) The concept and research trends of the metaverse platform were examined, and (2) the UTAUT model was introduced in “Ifland”, one of the metaverse platforms, to verify its acceptance of information system users. I conducted a laboratory experiment while complying with the quarantine rules. Participants were required to watch a 15 min lecture on artificial intelligence on the metaverse platform “Ifland” for a sufficient time, then they discussed the impacts of artificial intelligence with others in the lecture. A total of 120 valid data points, excluding insincere responses, were collected, and hypotheses were verified through PLS analysis. Results indicate that performance expectancy, effort expectancy, and social influence of the metaverse platform significantly increased satisfaction, usage intention, purchase intention, and word-of-mouth intention. Facilitating conditions had no significant impact on satisfaction. The results of this study provide implications for how the metaverse platform should be designed and what factors should be emphasized to increase user acceptance of metaverse platforms.
Random Forests for Real Time 3D Face Analysis
We present a random forest-based framework for real time head pose estimation from depth images and extend it to localize a set of facial features in 3D. Our algorithm takes a voting approach, where each patch extracted from the depth image can directly cast a vote for the head pose or each of the facial features. Our system proves capable of handling large rotations, partial occlusions, and the noisy depth data acquired using commercial sensors. Moreover, the algorithm works on each frame independently and achieves real time performance without resorting to parallel computations on a GPU. We present extensive experiments on publicly available, challenging datasets and present a new annotated head pose database recorded using a Microsoft Kinect.
3D Computational Imaging with Single-Pixel Detectors
Computational imaging enables retrieval of the spatial information of an object with the use of single-pixel detectors. By projecting a series of known random patterns and measuring the backscattered intensity, it is possible to reconstruct a two-dimensional (2D) image. We used several single-pixel detectors in different locations to capture the 3D form of an object. From each detector we derived a 2D image that appeared to be illuminated from a different direction, even though only a single digital projector was used for illumination. From the shading of the images, the surface gradients could be derived and the 3D object reconstructed. We compare our result to that obtained from a stereophotogrammetric system using multiple cameras. Our simplified approach to 3D imaging can readily be extended to nonvisible wavebands.
BigBrain: An Ultrahigh-Resolution 3D Human Brain Model
Reference brains are indispensable tools in human brain mapping, enabling integration of multimodal data into an anatomically realistic standard space. Available reference brains, however, are restricted to the macroscopic scale and do not provide information on the functionally important microscopic dimension. We created an ultrahigh-resolution three-dimensional (3D) model of a human brain at nearly cellular resolution of 20 micrometers, based on the reconstruction of 7404 histological sections. \"BigBrain\" is a free, publicly available tool that provides considerable neuroanatomical insight into the human brain, thereby allowing the extraction of microscopic data for modeling and simulation. BigBrain enables testing of hypotheses on optimal path lengths between interconnected cortical regions or on spatial organization of genetic patterning, redefining the traditional neuroanatomy maps such as those of Brodmann and von Economo.
Location-Based Augmented Reality for Cultural Heritage Communication and Education: The Doltso District Application
Location-based Augmented Reality applications are increasingly used in many research and commercial fields. Some of the fields that these applications are used are recreational digital games, tourism, education, and marketing. This study aims to present a location-based augmented reality (AR) application for cultural heritage communication and education. The application was created to inform the public, especially K12 students, about a district of their city with cultural heritage value. Furthermore, Google Earth was utilized to create an interactive virtual tour for consolidating the knowledge acquired by the location-based AR application. A scheme for evaluating the AR application was also constructed using factors suitable for location-based applications: challenge, educational usefulness (knowledge), collaboration, and intention to reuse. A sample of 309 students evaluated the application. Descriptive statistical analysis showed that the application scored well in all factors, especially in challenge and knowledge (mean values 4.21 and 4.12). Furthermore, structural equation modeling (SEM) analysis led to a model construction that represents how the factors are causally related. Based on the findings, the perceived challenge significantly influenced the perceived educational usefulness (knowledge) (b = 0.459, sig = 0.000) and interaction levels (b = 0.645, sig = 0.000). Interaction amongst users also had a significant positive impact on users’ perceived educational usefulness (b = 0.374, sig = 0.000), which in turn influenced users’ intention to reuse the application (b = 0.624, sig = 0.000).
Learning Enriched Hop-Aware Correlation for Robust 3D Human Pose Estimation
Graph convolution networks (GCNs) based methods for 3D human pose estimation usually aggregate immediate features of single-hop nodes, which are unaware of the correlation of multi-hop nodes and therefore neglect long-range dependency for predicting complex poses. In addition, they typically operate either on single-scale or sequential down-sampled multi-scale graph representations, resulting in the loss of contextual information or spatial details. To address these problems, this paper proposes a parallel hop-aware graph attention network (PHGANet) for 3D human pose estimation, which learns enriched hop-aware correlation of the skeleton joints while maintaining the spatially-precise representations of the human graph. Specifically, we propose a hop-aware skeletal graph attention (HSGAT) module to capture the semantic correlation of multi-hop nodes, which first calculates skeleton-based 1-hop attention and then disseminates it to arbitrary hops via graph connectivity. To alleviate the redundant noise introduced by the interactions with distant nodes, HSGAT uses an attenuation strategy to separate attention from distinct hops and assign them learnable attenuation weights according to their distances adaptively. Upon HSGAT, we further build PHGANet with multiple parallel branches of stacked HSGAT modules to learn the enriched hop-aware correlation of human skeletal structures at different scales. In addition, a joint centrality encoding scheme is proposed to introduce node importance as a bias in the learned graph representation, which makes the core joints (e.g., neck and pelvis) more influential during node aggregation. Experimental results indicate that PHGANet performs favorably against state-of-the-art methods on the Human3.6M and MPI-INF-3DHP benchmarks. Models and code are available at https://github.com/ChenyangWang95/PHGANet/.