Search results for "Real"
showing 10 items of 4449 documents
Analyzing the performance of a cluster-based architecture for immersive visualization systems
2008
Cluster computing has become an essential issue for designing immersive visualization systems. This paradigm employs scalable clusters of commodity computers with much lower costs than would be possible with the high-end, shared memory computers that have been traditionally used for virtual reality purposes. This change in the design of virtual reality systems has caused some development environments oriented toward shared memory computing to require modifications to their internal architectures in order to support cluster computing. This is the case of VR Juggler, which is considered one of the most important virtual reality application development frameworks based on open source code. Thi…
A new Media Access Control layer Quality of Service multicast scheme for IEEE 802.11s based wireless mesh networks
2014
Inderscience Publishers; International audience; We propose a new Media Access Control (MAC) layer enabling Quality of Service (QoS) multicast scheme for IEEE 802.11s networks, where a unicast routing protocol called HWMP (Hybrid Wireless Mesh Protocol) is defined. The HWMP protocol is more adapted for best effort traffic, that's why its usage is not suitable for real time multimedia applications. The goal of our proposed mechanism is to take into account multicast communication under QoS constraints for the IEEE 802.11s mesh networks where no QoS multicasting has been defined. Our multicasting scheme handles QoS guarantee for real time applications. Indeed, our scheme is based on finding t…
Cognitive assessment of OCD patients: Neurovr vs neuropsychological test
2014
This study aimed to evaluate the reliability and validity of the Neuro- Virtual Reality as tool for the neuropsychological assessment in OCD patients. We used the neuropsychological battery and a virtual version of the Multiple Errand Test (V-MET), developed using the NeuroVR software, in order to evaluate the executive functions, the ability to plan ahead on complex problem solving tasks in daily life in 30 obsessive compulsive disorder (OCD) patients and 30 healthy controls. The results showed the presence of difficulties of OCD patients: lower levels of divided attention and higher levels of errors; higher mean rank of inefficiencies, interpretation failures and rule breaks and longer ti…
A GPU-Based DVC to H.264/AVC Transcoder
2010
Mobile to mobile video conferencing is one of the services that the newest mobile network operators can offer to users With the apparition of the distributed video coding paradigm which moves the majority of complexity from the encoder to the decoder, this offering can be achieved by introducing a transcoder This device has to convert from the distributed video coding paradigm to traditional video coding such as H.264/AVC which is formed by simpler decoders and more complex encoders, and allows to the users to execute only the low complex algorithms In order to deal with this high complex video transcoder, this paper introduces a graphics processing unit based transcoder as base station The…
Performance improvements of real-time crowd simulations
2010
The current challenge for crowd simulations is the design and development of a scalable system that is capable of simulating the individual behavior of millions of complex agents populating large scale virtual worlds with a good frame rate. In order to overcome this challenge, this thesis proposes different improvements for crowd simulations. Concretely, we propose a distributed software architecture that can take advantage of the existing distributed and multi-core architectures. In turn, the use of these distributed architectures requires partitioning strategies and workload balancing techniques for distributed crowd simulations. Also, these architectures allow the use of GPUs not only fo…
Computer graphics for quantum computation
2008
Chess recognition using 3D patterned illumination camera
2021
Computer Vision has been applied to augment traditional board games such as Chess for a number of reasons. While augmented reality enhances the gaming experience, the required additional hardware (e.g. head gear) is still not widely accepted in everyday leisure activities, and therefore, camera based methods have been developed to interface the computer with the real-life chess board. However, traditional 2D camera approaches suffer from ill-defined environmental conditions (lighting, viewing angle) and are therefore severely limited in their application. To answer this issue, we have incorporated a consumer-grade depth camera based on patterned illumination. We could show that in combinati…
An Estimative Model of Automated Valuation Method in Italy
2017
The Automated Valuation Method (AVM) is a computer software program that analyzes data using an automated process. It is related to the process of appraising an universe of real estate properties, using common data and standard appraisal methodologies. Generally, the AVM is based on quantitative models (statistical, mathematical, econometric, etc.), related to the valuation of the properties gathered in homogeneous groups (by use and location) for which are collected samples of market data. The real estate data are collected regularly and systematically. Within the AVM, the proposed valuation scheme is an uniequational model to value properties in terms of widespread availability of sample …
Towards Efficient Control of Mobile Network-Enabled UAVs
2019
| openaire: EC/H2020/815191/EU//PriMO-5G The efficient control of mobile network-enabled unmanned aerial vehicles (UAVs) is targeted in this paper. In particular, a downlink scenario is considered, in which control messages are sent to UAVs via cellular base stations (BSs). Unlike terrestrial user equipment (UEs), UAVs perceive a large number of BSs, which can lead to increased interference causing poor or even unacceptable throughput. This paper proposes a framework for efficient control of UAVs. First, a communication model is introduced for flying UAVs taking into account interference, path loss and fast fading. The characteristics of UAVs make such model different compared to traditiona…
Shopping with virtual hands
2020
Retailers can use virtual reality as a new touchpoint for their customers: within an existent channel or as a new sales channel. Thus, it is crucial to understand the differences and similarities between the physical and the virtual shopping environment. Shopping simulations make it possible to test, observe, and collect data in a controlled, low-cost, and fast way compared to field experiments. However, past studies might have provided biased results due to the characteristics of the sample used. This study analyzes how consumers behave in two virtual shopping tasks. The exploratory, experimental research uses an immersive VR shopping environment and a sample of participants balanced acros…