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EBookClubs

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Book Visual Simulation of Night Vision Goggles in A Chromakeyed Augmented Virtual Environment

Download or read book Visual Simulation of Night Vision Goggles in A Chromakeyed Augmented Virtual Environment written by Del L. Beilstein and published by . This book was released on 2003-06-01 with total page 178 pages. Available in PDF, EPUB and Kindle. Book excerpt: As data from the U.S. Army Safety Center supports, a large percentage of Army Aviation human error accidents occur during NVG flight. Despite this fact, there are very few simulation tools available to aviators at the unit level that aid them in learning or practicing NVG flight tasks. This thesis examines the potential for a Chromakeyed Augmented Virtual Environment (ChrAVE), consisting only of Commercial-Off-The- Shelf (COTS) hardware, to be used as an NVG flight training platform. It also examines whether or not physically-based light calculations are necessary to produce adequate visual representation of simulated NVG imagery. Twelve subjects performed simulated low-level NVG flight navigation tasks in the ChrAVE. Treatments included questionnaires, vision tests, variation of the physics-based component of the NVG imagery, and performance of an evaluation task that compares standard thresholds between day and NVG navigation. Analysis of data and subject feedback suggests that the ChrAVE has potential as an NVG flight training device, and that physically-based calculations may not be necessary to achieve simulated NVG imagery that is adequate for training. The data also supports the existence of a substantial difference in the subjective evaluation standard between navigation performances based on flight condition.

Book Simulating Night Vision Goggle Effects in a Virtual Environment

Download or read book Simulating Night Vision Goggle Effects in a Virtual Environment written by Robert J. Pleban and published by . This book was released on 2002 with total page 64 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This research examined the capabilities of virtual environments to simulate night vision goggle (NVG) effects. Different solutions for simulating NVG images were assessed. Two conditions simulated NVGs but used different software approaches. Two additional conditions simulated unaided night environments that required soldiers to wear NVGs. Four-man infantry teams conducted urban operation missions under each condition. Objective assessments were obtained on the number of events correctly detected and the average time required to detect an event. Subjective assessments of task difficulty and image fidelity were also made. No significant differences were found across night conditions for either event detection or time. Significant differences in task difficulty ratings occurred for movement, visual detection, and maintaining situation awareness. In general, tasks were more difficult to perform while wearing the NVGs compared to simulated versions of NVG images. Soldiers also ranked the conditions involving actual NVGs as more realistic. The unique contribution of virtual environments for night operations training may be at the entry level. However, specific image fidelity issues associated with the use of NVGs in simulated unaided night environments must be addressed if this approach is to be used as an effective training medium."--Stinet.

Book Simulating Night Vision Goggle Effects In a Virtual Environment  A Preliminary Evaluation

Download or read book Simulating Night Vision Goggle Effects In a Virtual Environment A Preliminary Evaluation written by and published by . This book was released on 2002 with total page 56 pages. Available in PDF, EPUB and Kindle. Book excerpt: This research examined the capabilities of virtual environments to simulate night vision goggle (NVG) effects. Different solutions for simulating NVG images were assessed. Two conditions simulated NVGs but used different software approaches. Two additional conditions simulated unaided night environments that required soldiers to wear NVGs. Four-man infantry teams conducted urban operation missions under each condition. Objective assessments were obtained on the number of events correctly detected and the average time required to detect an event. Subjective assessments of task difficulty and image fidelity were also made. No significant differences were found across night conditions for either event detection or time. Significant differences in task difficulty ratings occurred for movement, visual detection, and maintaining situation awareness. In general, tasks were more difficult to perform while wearing the NVGs compared to simulated versions of NVG images. Soldiers also ranked the conditions involving actual NVGs as more realistic. The unique contribution of virtual environments for night operations training may be at the entry level. However, specific image fidelity issues associated with the use of NVGs in simulated unaided night environments must be addressed if this approach is to be used as an effective training medium.

Book Vision and Displays for Military and Security Applications

Download or read book Vision and Displays for Military and Security Applications written by Keith K. Niall and published by Springer Science & Business Media. This book was released on 2010-03-10 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Realistic and immersive simulations of land, sea, and sky are requisite to the military use of visual simulation for mission planning. Until recently, the simulation of natural environments has been limited first of all by the pixel resolution of visual displays. Visual simulation of those natural environments has also been limited by the scarcity of detailed and accurate physical descriptions of them. Our aim has been to change all that. To this end, many of us have labored in adjacent fields of psych- ogy, engineering, human factors, and computer science. Our efforts in these areas were occasioned by a single question: how distantly can fast-jet pilots discern the aspect angle of an opposing aircraft, in visual simulation? This question needs some ela- ration: it concerns fast jets, because those simulations involve the representation of high speeds over wide swaths of landscape. It concerns pilots, since they begin their careers with above-average acuity of vision, as a population. And it concerns aspect angle, which is as much as to say that the three-dimensional orientation of an opposing aircraft relative to one’s own, as revealed by motion and solid form. v vi Preface The single question is by no means simple. It demands a criterion for eye-limiting resolution in simulation. That notion is a central one to our study, though much abused in general discussion. The question at hand, as it was posed in the 1990s, has been accompanied by others.

Book Evaluation of Visual Acuity with Gen 3 Night Vision Goggles

Download or read book Evaluation of Visual Acuity with Gen 3 Night Vision Goggles written by National Aeronautics and Space Administration (NASA) and published by Createspace Independent Publishing Platform. This book was released on 2018-07-02 with total page 42 pages. Available in PDF, EPUB and Kindle. Book excerpt: Using laboratory simulations, visual performance was measured at luminance and night vision imaging system (NVIS) radiance levels typically encountered in the natural nocturnal environment. Comparisons were made between visual performance with unaided vision and that observed with subjects using image intensification. An Amplified Night Vision Imaging System (ANVIS6) binocular image intensifier was used. Light levels available in the experiments (using video display technology and filters) were matched to those of reflecting objects illuminated by representative night-sky conditions (e.g., full moon, starlight). Results show that as expected, the precipitous decline in foveal acuity experienced with decreasing mesopic luminance levels is effectively shifted to much lower light levels by use of an image intensification system. The benefits of intensification are most pronounced foveally, but still observable at 20 deg eccentricity. Binocularity provides a small improvement in visual acuity under both intensified and unintensified conditions. Bradley, Arthur and Kaiser, Mary K. Ames Research Center ...

Book Visual Acuity with Second and Third Generation Night Vision Goggles Obtained from a New Method of Night Sky Simulation Across a Wide Range of Target Contrast

Download or read book Visual Acuity with Second and Third Generation Night Vision Goggles Obtained from a New Method of Night Sky Simulation Across a Wide Range of Target Contrast written by and published by . This book was released on 1992 with total page 43 pages. Available in PDF, EPUB and Kindle. Book excerpt: The purpose of this investigation was to study the primary factors which influence visual acuity (VA) with night vision goggles (NVGs). These factors are: night sky condition, target contrast, and NVG generation. Improved methods were used to simulate the night sky and to control for differences in target contrast which result from dissimilarities in spectral sensitivity between NVG generations. The new simulation method used combinations of spectrally flat (neutral density) and wavelength selective (blue glass) filters to reproduce the spectral distribution of the night sky across the entire NVG response range. Between-generation differences in target contrast were eliminated by weighting the incident radiant flux by the sensitivity of the detector. It was found that the difference in VA between the two generations widens under two conditions: (1) when target contrast is constant and night sky irradiance decreases, and (2) when night sky irradiance is constant and target contrast decreases. Furthermore, it was found that for a given NVG generation, VA falls off more rapidly for a low contrast target than for one of high contrast when night sky irradiance decreases.

Book Physics Based Simulation of Night Vision Goggles

Download or read book Physics Based Simulation of Night Vision Goggles written by and published by . This book was released on 2000 with total page 13 pages. Available in PDF, EPUB and Kindle. Book excerpt: Night vision goggles (NVGs) are a head-mounted, head-steered sensor designed to allow an aviator to operate at night with increased operational capability and situation awareness. NVGs greatly enhance an aircrew's ability to conduct night operations and are used extensively in both rotary- and fixed-wing operations. NVGs provide an intensified image of scenes illuminated by ambient energy that exists in the night environment. NVGs (generation III) amplify energy in a certain portion of the electromagnetic spectrum 2,000-7,000 times. They are sensitive in the red and near infrared (approximately 600-900 nanometers). In fact, there is little to no overlap in the ranges of sensitivity of the human eye and NVGs. The resulting imagery has some special characteristics that influence human perception and operational employment that drive a requirement for realistic imagery to support simulation-based training and mission rehearsal.

Book Night Vision Goggle Simulation

Download or read book Night Vision Goggle Simulation written by and published by . This book was released on 1991 with total page 21 pages. Available in PDF, EPUB and Kindle. Book excerpt: The use of Night Vision Goggles (NVGs) has increased dramatically and so has the number of accidents attributed to NVG aided flight. The work performed under this project represents an investigation of the use of Night Vision Goggles and the exploration of a method for providing simulation of night vision imagery in an interactive flight simulator environment. The characteristics of the Aviators Night Vision (ANVIS) Goggles were investigated and are summarized. A helmet mounted display concept was developed and a testbed was developed. A commercially available magnetic tracking device was obtained to provide head tracking, and, through a in-house designed interface, was interfaced to a SEL flight computer and various image generators. A Z-transform based predictive algorithm for compensating for the throughput delay image effects of a head tracker, flight computer, and image generator was developed and also integrated into the testbed for evaluation. The helmet display NVG concept represents a good alternative to full up flight simulators of the Weapons Tactics Trainers (WTT) type, and could provide significant enhancements to classroom and on the job training. A part task trainer could be developed using the helmet mounted NVG concept that would bridge the gap between classroom and flight.

Book Multimedia

    Book Details:
  • Author : Tay Vaughan
  • Publisher : Osborne Publishing
  • Release : 1996
  • ISBN : 9780078822254
  • Pages : 636 pages

Download or read book Multimedia written by Tay Vaughan and published by Osborne Publishing. This book was released on 1996 with total page 636 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly updated for newnbsp;breakthroughs in multimedia nbsp; The internationally bestselling Multimedia: Making it Work has been fully revised and expanded to cover the latest technological advances in multimedia. You will learn to plan and manage multimedia projects, from dynamic CD-ROMs and DVDs to professional websites. Each chapter includes step-by-step instructions, full-color illustrations and screenshots, self-quizzes, and hands-on projects. nbsp;

Book 3D Animation Essentials

Download or read book 3D Animation Essentials written by Andy Beane and published by John Wiley & Sons. This book was released on 2012-01-25 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG) Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-production Dissects core 3D concepts including design, film, video, and games Examines what artistic and technical skills are needed to succeed in the industry Offers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.

Book Lighting for Digital Video and Television

Download or read book Lighting for Digital Video and Television written by John Jackman and published by CRC Press. This book was released on 2004-01-09 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: Digital video students and enthusiasts must learn lighting fundamentals and techniques to enhance the visual quality of their work. Moreover, since lighting specifications for digital video differ significantly from those for analog video or film, professional videographers and cinematographers must learn how to adapt their lighting skills for this new digital medium to ensure that the final product meets broadcast standards. This complete course in digital video and television lighting begins with how the human eye and the camera process light and color, progresses through the basics of equipment and setups, and culminates with practical lessons on how to solve common problems. It features clear illustrations and real-world examples that demonstrate proper equipment use, safety issues, and staging techniques. Detailed diagrams, figures, and photos illustrate techniques that enable novices to complete basic lighting setups. This new edition also features a 16-page color insert and new chapters on interview setups and lighting for low budgets.

Book The Media Lab

    Book Details:
  • Author : Stewart Brand
  • Publisher : Penguin Group
  • Release : 1989
  • ISBN : 9780140097016
  • Pages : 332 pages

Download or read book The Media Lab written by Stewart Brand and published by Penguin Group. This book was released on 1989 with total page 332 pages. Available in PDF, EPUB and Kindle. Book excerpt: Personalized newspapers, life-sized holograms, telephones that chat with callers, these are all projects that are being developed at MIT's Media Lab. Brand explores the exciting programs, and gives readers a look at the future of communications.

Book Dictionary of Video and Television Technology

Download or read book Dictionary of Video and Television Technology written by Keith Jack and published by Gulf Professional Publishing. This book was released on 2002-09-11 with total page 350 pages. Available in PDF, EPUB and Kindle. Book excerpt: This work provides comprehensive and contemporary information on the essential concepts and terms in video and television, including coverage of test and measurement proceedures.

Book History of Computer Art

Download or read book History of Computer Art written by Thomas Dreher and published by Lulu.com. This book was released on 2020 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than usual in such histories.

Book The Art Direction Handbook for Film

Download or read book The Art Direction Handbook for Film written by Michael Rizzo and published by Taylor & Francis. This book was released on 2013-07-18 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: Whether you'd like to be an art director or already are one, this book contains valuable solutions that will help you get ahead. This comprehensive, thorough professional manual details the set-up of the art department and the day-to-day job duties: scouting for locations, research, executing the design concept, constructing scenery, and surviving production. You will not only learn how to do the job, but how to succeed and secure future jobs. Rounding out the text is an extensive collection of useful forms and checklists, along with interviews with prominent art directors, relevant real-life anecdotes, and blueprints, sketches, photographs, and stills from Hollywood sets.

Book Blended Learning for Inclusive and Quality Higher Education in Asia

Download or read book Blended Learning for Inclusive and Quality Higher Education in Asia written by Cher Ping Lim and published by Springer Nature. This book was released on 2021-02-22 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book demonstrates how blended learning improves access to and enhances the quality of higher education teaching and learning in Asian universities. It first discusses how leading universities in the region drive and support blended learning at the institutional level to enhance student learning engagement and outcomes. It then examines 10 effective implementations and lessons learned of blended learning practices across different disciplinary courses and programmes (humanities and language, science and engineering, social science and education, and others) in the region. The chapters in this book provide an overview of the opportunities and challenges of blended learning for improved access and enhanced quality of higher education, and offer insights into the promising blended learning policies and practices in Asian universities.

Book A History of Video Art

    Book Details:
  • Author : Chris Meigh-Andrews
  • Publisher : A&C Black
  • Release : 2013-11-07
  • ISBN : 0857851896
  • Pages : 579 pages

Download or read book A History of Video Art written by Chris Meigh-Andrews and published by A&C Black. This book was released on 2013-11-07 with total page 579 pages. Available in PDF, EPUB and Kindle. Book excerpt: A History of Video Art is a revised and expanded edition of the 2006 original, which extends the scope of the first edition, incorporating a wider range of artists and works from across the globe and explores and examines developments in the genre of artists' video from the mid 1990s up to the present day. In addition, the new edition expands and updates the discussion of theoretical concepts and ideas which underpin contemporary artists' video. Tracking the changing forms of video art in relation to the revolution in electronic and digital imaging that has taken place during the last 50 years, A History of Video Art orients video art in the wider art historical context, with particular reference to the shift from the structuralism of the late 1960s and early 1970s to the post-modernist concerns of the 1980s and early 1990s. The new edition also explores the implications of the internationalisation of artists' video in the period leading up to the new millennium and its concerns and preoccupations including post-colonialism, the post-medium condition and the impact and influence of the internet.