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44 result(s) for "Perspective viewing"
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A CNN Based Approach for the Point-Light Photometric Stereo Problem
Reconstructing the 3D shape of an object using several images under different light sources is a very challenging task, especially when realistic assumptions such as light propagation and attenuation, perspective viewing geometry and specular light reflection are considered. Many of works tackling Photometric Stereo (PS) problems often relax most of the aforementioned assumptions. Especially they ignore specular reflection and global illumination effects. In this work, we propose a CNN-based approach capable of handling these realistic assumptions by leveraging recent improvements of deep neural networks for far-field Photometric Stereo and adapt them to the point light setup. We achieve this by employing an iterative procedure of point-light PS for shape estimation which has two main steps. Firstly we train a per-pixel CNN to predict surface normals from reflectance samples. Secondly, we compute the depth by integrating the normal field in order to iteratively estimate light directions and attenuation which is used to compensate the input images to compute reflectance samples for the next iteration. Our approach sigificantly outperforms the state-of-the-art on the DiLiGenT real world dataset. Furthermore, in order to measure the performance of our approach for near-field point-light source PS data, we introduce LUCES the first real-world ’dataset for near-fieLd point light soUrCe photomEtric Stereo’ of 14 objects of different materials were the effects of point light sources and perspective viewing are a lot more significant. Our approach also outperforms the competition on this dataset as well. Data and test code are available at the project page.
Impact of aberrant beam paths on antero-posterior shoulder radiographs in proximal humeral fractures
IntroductionAccurate radiographic assessment of proximal humeral fractures (PHF) is important as it influences clinical decision-making and predicts clinical outcome. Since aberrant radiographic views might influence the assessment of fracture displacement, it was the goal of this study to investigate the impact of aberrant beam paths on radiographic assessment of PHF.Materials and methodsTen consecutive patients with a displaced PHF, bilateral computed tomography (CT) scan, and a true clinical AP radiograph were included. Digitally reconstructed radiographs (DRRs) were generated and aberrant beam paths were simulated by rotation of ± 30° around the horizontal (flexion and extension) and vertical axis (internal and external rotation) by increments of 10°. Measurement of the neck-shaft-angle (NSA) and eccentric head index (EHI) addressed humeral angulation and offset, respectively. Paired comparisons determined the influence of aberrant beam paths on both measurements between incremental altered views, and between clinical and digital true AP views. Descriptive statistics assessed the change in Neer classification and recommended treatment.ResultsTrue AP DRRs approximated the clinical true AP view by a mean difference of 2° for NSA, and a mean difference of 0.12 for EHI. NSA in injured shoulders was most susceptible to malrotation around the vertical axis (p < 0.03), with largest differences seen for internal rotation. Aberrant projections in extension had no influence on NSA (p > 0.70), whereas flexion of ≥ 20° and 30° demonstrated differences in injured and uninjured shoulders, respectively (p < 0.05). EHI was only influenced by malrotation in internal rotation in uninjured shoulders (p < 0.03). Alterations in Neer type occurred at 30° of malrotation in 5 cases, with a change in recommended treatment in 2.ConclusionsHumeral angulation and offset measurements on AP radiographs are more susceptible to aberrant beam paths in fractured humeri. Altered radiographic beam paths around the vertical axis showed the most substantial influence on the assessment of PHF, with angular measurements demonstrating larger differences then offset measurements. Beam path alterations of 30° can influence the Neer classification, and might influence fracture displacement-based decisions.
Augmented reality battleship board game with holographic display
The board game is a game that played on the board, and the Battleship board game is one of the examples. While developing the virtual board game, multi-user interaction is essential as a board game played by more than one people. To enhance the user experience, the board game has been implemented with Augmented Reality (AR) technology. AR can superimpose it into the real-world since it has the capabilities to overlay the virtual game on the top of the real world. However, AR handheld has limited perspective viewing for the viewers to see the battleship game. Therefore, this project aims to develop an AR battleship board game with a holographic display. Three phases have been carried out, first is to study the multi-user interaction for the AR battleship board game and holographic display with a different perspective. Second is to develop the multi-user interaction for AR Battleship board game. Finally, the third phase is to integrate the AR Battleship board game with a pyramid holographic display. The evaluation has been performed, and the result is based on the usability and user acceptance have been recorded. Based on the result, this project has successfully produced AR Battleship board game with holographic display application and significantly enhance the user experience.
Perspective Slant Makes Symmetry Harder to Detect and Less Aesthetically Appealing
Abstract symmetric patterns are generally preferred to less regular patterns. Here, we studied 2D patterns presented as 2D images in the plane, and therefore producing a symmetric pattern on the retina, and the same patterns seen in perspective. This perspective transformation eliminates the presence of perfect symmetry in terms of retinotopic coordinates. Stimuli were abstract patterns of local coplanar elements, or irregular polygons. In both cases they can be understood as 2D patterns on a transparent glass pane. In the first study we found that perspective increased reaction time and errors in a classification task, even when the viewing angle was kept constant over many images. In a second study we tested a large sample (148 participants) and asked for a rating of beauty for the same images. In addition, we used the Cognitive Reflection Test (CRT) to test the hypothesis that people who tend to give the more immediate and intuitive answer would also show a stronger preference for the symmetry presented in the frontoparallel plane (in the image and on the retina). Preference for symmetry was confirmed, and there was a cost for perspective viewing. CRT scores were not related to preference, thus not supporting the hypothesis of a stronger preference for symmetry in the image when people follow a more immediate and intuitive gut response.
Sociability modifies dogs’ sensitivity to biological motion of different social relevance
Preferential attention to living creatures is believed to be an intrinsic capacity of the visual system of several species, with perception of biological motion often studied and, in humans, it correlates with social cognitive performance. Although domestic dogs are exceptionally attentive to human social cues, it is unknown whether their sociability is associated with sensitivity to conspecific and heterospecific biological motion cues of different social relevance. We recorded video clips of point-light displays depicting a human or dog walking in either frontal or lateral view. In a preferential looking paradigm, dogs spontaneously viewed 16 paired point-light displays showing combinations of normal/inverted (control condition), human/dog and frontal/lateral views. Overall, dogs looked significantly longer at frontal human point-light display versus the inverted control, probably due to its clearer social/biological relevance. Dogs’ sociability, assessed through owner-completed questionnaires, further revealed that low-sociability dogs preferred the lateral point-light display view, whereas high-sociability dogs preferred the frontal view. Clearly, dogs can recognize biological motion, but their preference is influenced by their sociability and the stimulus salience, implying biological motion perception may reflect aspects of dogs’ social cognition.
Student Preferences on Gaming Aspects for a Serious Game in Pharmacy Practice Education: A Cross-Sectional Study
Serious games are motivating and provide a safe environment for students to learn from their mistakes without experiencing any negative consequences from their actions. However, little is known about students' gaming preferences and the types of serious games they like to play for education. This study aims to determine the types of gaming aspects that students would like to play in a pharmacy-related serious game. A cross-sectional study was conducted using a self-administered survey, which obtained students' responses on their preferences regarding various gaming aspects (reward systems, game settings, storylines, viewing perspectives, and gaming styles) and for a hypothetical gaming scenario (authentic simulation or post-apocalyptic fantasy). Descriptive statistics, chi-square, and Fisher's exact tests were used for statistical analyses. Response rate was 72.7% (497/684 undergraduates). The most popular game reward systems were unlocking mechanisms (112/497, 22.5%) and experience points (90/497, 18.1%). Most students preferred fantasy/medieval/mythic (253/497, 50.9%) and modern (117/497, 23.5%) settings, but lower year undergraduates preferred modern settings less than upper year seniors (47/236, 19.9% vs 70/242, 28.9%, P=.022). Almost one-third (147/497, 29.6%) preferred an adventurer storyline or an authentic pharmacy-related plot (119/497, 23.9%), and a collaborative game style was most preferred by the students (182/497, 36.6%). Three-dimensional game perspectives (270/497, 54.3%) were more popular than two-dimensional perspectives (221/497, 44.5%), especially among males than females (126/185, 68.1% vs 142/303, 46.9%, P<.001). In terms of choice for a pharmacy-related serious game, a post-apocalyptic fantasy game (scenario B, 287/497, 57.7%) was more popular than an authentic simulation game (scenario A, 209/497, 42.1%). More males preferred the post-apocalyptic fantasy scenario than females (129/187, 69.0% vs 155/306, 50.7%, P<.001). In general, students want a three-dimensional, fantasy/medieval/mythic post-apocalyptic game, based on an adventurer storyline with an unlocking mechanism reward system. A balance between real-life and fantasy elements needs to be struck in order for the game to cater students towards health care practices.
A CNN Based Approach for the Point-Light Photometric Stereo Problem
Reconstructing the 3D shape of an object using several images under different light sources is a very challenging task, especially when realistic assumptions such as light propagation and attenuation, perspective viewing geometry and specular light reflection are considered. Many of works tackling Photometric Stereo (PS) problems often relax most of the aforementioned assumptions. Especially they ignore specular reflection and global illumination effects. In this work, we propose a CNN-based approach capable of handling these realistic assumptions by leveraging recent improvements of deep neural networks for far-field Photometric Stereo and adapt them to the point light setup. We achieve this by employing an iterative procedure of point-light PS for shape estimation which has two main steps. Firstly we train a per-pixel CNN to predict surface normals from reflectance samples. Secondly, we compute the depth by integrating the normal field in order to iteratively estimate light directions and attenuation which is used to compensate the input images to compute reflectance samples for the next iteration. Our approach sigificantly outperforms the state-of-the-art on the DiLiGenT real world dataset. Furthermore, in order to measure the performance of our approach for near-field point-light source PS data, we introduce LUCES the first real-world 'dataset for near-fieLd point light soUrCe photomEtric Stereo' of 14 objects of different materials were the effects of point light sources and perspective viewing are a lot more significant. Our approach also outperforms the competition on this dataset as well. Data and test code are available at the project page.
A CNN Based Approach for the Near-Field Photometric Stereo Problem
Reconstructing the 3D shape of an object using several images under different light sources is a very challenging task, especially when realistic assumptions such as light propagation and attenuation, perspective viewing geometry and specular light reflection are considered. Many of works tackling Photometric Stereo (PS) problems often relax most of the aforementioned assumptions. Especially they ignore specular reflection and global illumination effects. In this work, we propose the first CNN based approach capable of handling these realistic assumptions in Photometric Stereo. We leverage recent improvements of deep neural networks for far-field Photometric Stereo and adapt them to near field setup. We achieve this by employing an iterative procedure for shape estimation which has two main steps. Firstly we train a per-pixel CNN to predict surface normals from reflectance samples. Secondly, we compute the depth by integrating the normal field in order to iteratively estimate light directions and attenuation which is used to compensate the input images to compute reflectance samples for the next iteration. To the best of our knowledge this is the first near-field framework which is able to accurately predict 3D shape from highly specular objects. Our method outperforms competing state-of-the-art near-field Photometric Stereo approaches on both synthetic and real experiments.
Hospitalization in Psychiatry: Patients’ experiences at Arrazi Psychiatric Hospital in Morocco
IntroductionHospitalization in psychiatry is marked by the use of care without consent.We therefore proposed to study from this perspective the feelings and opinions of patients on such an experience.ObjectivesThe objective of this work is to explore the experiences of patients and their perception of the effects of this hospitalization, through 3 fundamental ethical principles: Autonomy, beneficence and non-maleficence.MethodsThis study will be conducted at Arrazi Psychitaric Hospital, in patients at the end of their stay, via a questionnaire.ResultsA total of 122 patients attended the study. A very large proportion of patients were satisfied with the premises, space planning, and had knowledge of a structured planning of the organization of care. A senior doctor was identified by 95% of them. Eighty five per cent were free to move around in the hospital.The information on the care offered was perceived by 83.7%. The rates are lower with respect to clear explanations received on the disease, the effects of drugs and the type of hospitalization.Regarding the feelings experienced during the stay, 83% of people who spoke mentioned a painful experience. The feelings that prevailed were a feeling of helplessness, fear, worthlessness. On the other hand, a majority of patients expressed that the hospitalization had protective effects towards themselves and towards others, but that it wasn’t justified.ConclusionsThese results suggest that autonomy and beneficence are respected. Therefore, an attention should be paid to various information given during the stay.DisclosureNo significant relationships.
IMS Context
This chapter contains sections titled: Drivers of Convergence IMS Misconceptions IMS Standards Status IMS Deployment Status Future