Reference:
Mezhenin A.V., Izvozchikova V.V., Burlov D.I..
Modeling of a virtual environment in cyber visualization and virtual presence technologies
// Cybernetics and programming. – 2019. – ¹ 4.
– P. 26-35.
DOI: 10.25136/2644-5522.2019.4.30231.
DOI: 10.25136/2644-5522.2019.4.30231
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Abstract: The subject of the research is the modeling and visualization methods of a virtual environment and the construction of a point cloud of three-dimensional space, both in 3D modeling systems and on the basis of video data. Particularly considered is the problem of incomplete data and the issues of maintaining information relevant to analysis.The task of modeling a virtual environment is relevant in areas such as: visualization and analysis of spatial data of large volume; visualization of graph-analytical models; monitoring of the infrastructure area of the space of intelligent security systems, control and prevention of emergency situations; building three-dimensional maps of cities and three-dimensional surrounding space in simulators; location of robots; in CAD and medicine. As methods of modeling a virtual environment, the mathematical apparatus of parametric and nonparametric reconstruction of the distribution density of point objects of space according to the available sample is used. The result of the study is a conceptual description of the methods of modeling a virtual environment. Visually, the simulation results are presented in the form of a cloud of points of uneven density. To improve visual perception, the points of the model are presented in the form of heat maps with an adaptive scale.The following are considered as examples: analysis of the distribution density of data obtained from the video stream, when the individual components of the normal distribution mixture are used to visualize the entire distribution mixture; modeling a point cloud of three-dimensional space based on video data obtained as a result of shooting with a single camera moving along an arbitrary trajectory.The proposed approach will improve the accuracy and visibility of the virtual environment for subsequent visualization and detailed analysis of the simulated space.
Keywords: modeling, augmented reality systems, virtual reality systems, virtual environment, virtual presence, cyber visualization, point cloud, heat map, video surveillance systems, 3D visualization
References:
Afanas'ev V.O. Sistemy 3D-vizualizatsii indutsirovannoy virtual'noy sredy. // Avtoreferat dissertatsii doktora fiziko-matematicheskikh nauk. Korolev-Moskva, 2007.
Mezhenin A.V. Virtual'nye 3D sredy kak sredstvo verifikatsii i testirovaniya pri proektirovanii // Prioritetnye nauchnye napravleniya: ot teorii k praktike. 2016. ¹ 21. S. 105-110.
Bolodurina, I.P., Shardakov, V.M., Zaporozhko, V.V., Parfenov, D.I., Izvozchikova, V.V. Development of Prototype of Visualization Module for Virtual Reality Using Modern Digital Technologies // Proceedings-2018 Global Smart Industry Conference, GloSIC 2018.
Shardakov, V.M., Parfenov, D.I., Zaporozhko, V.V., Izvozchikova, V.V. Development of an Adaptive Module for Visualization of the Surrounding Space for Cloud Educational Environment // Proceedings of 2018 11th International Conference Management of Large-Scale System Development, MLSD 2018.
New NVIDIA Research Creates Interactive Worlds with AI. URL: https://nvidianews.nvidia.com/news/new-nvidia-research-creates-int
Reference:
Afon'shin V.E., Rozhentsov V.V..
Technology for measuring the critical flicker frequency
// Cybernetics and programming. – 2018. – ¹ 4.
– P. 60-67.
DOI: 10.25136/2644-5522.2018.4.19991.
DOI: 10.25136/2644-5522.2018.4.19991
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Abstract: The critical flicker frequency is the frequency at which a flickering light source is subjectively perceived by a person as luminous. It is shown that the critical flicker frequency method is used for diagnostic purposes when solving various scientific and applied problems. The subject of research is the conditions for using the method of critical flicker frequency. Their limitations are due to the need: a distraction from the work to be performed to measure the critical flicker frequency, to perform measurements in stationary conditions. The aim of the work is to expand the functional capabilities of the critical flicker frequency method by using augmented reality technology. To measure critical flicker frequency, light flashes with varying frequency are formed by a mobile device in the form of augmented reality. The novelty of the proposed technology is: 1) to increase the reliability of diagnostics by the method of critical flicker frequency due to its measurement in the course of the work performed; 2) carrying out diagnostics not only in stationary ground conditions, but also during ground, water or flight movements of the subject, which was previously difficult or impossible.
Keywords: measurement, critical flicker frequency, diagnostics, fatigue, operability, ocular diseases, the properties of the nervous system, human functional status, technology, augmented reality
References:
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Reference:
Sobolev V.E..
Computer Simulation of Physical Processes with Multi-dimensional Time
// Cybernetics and programming. – 2016. – ¹ 4.
– P. 35-43.
DOI: 10.7256/2306-4196.2016.4.20061.
DOI: 10.7256/2306-4196.2016.4.20061
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Abstract: The artice is devoted to discussing whether it is possible to create a computer simuation of physical processes ongoing within the framework of hypothetic universes where the dimension of time exceeds one unit. This problem is viewed in terms of digital physics assuming that our Universe can be a virtual sumulation operated by a computer program based on initial conditions and a set of algorithms that determine the rules of the Universe evolution. In his research Sobolev analyzes the main evolutionary principles of classical and quantum systems as well as evolutionary principles of hypothetic systems with multidimensional time. The author carries out a comparative analysis of one-dimensional and multi-dimensional time systems and considers the main distinctive features of system evolution within the framework of the multidimensional time of events. The author also views examples of systems with a finite and infinite number of timporal dimensions. The author shows that algorithmization of processes ongoing in multi-dimensional time systems requires logics fundamentally different from logics of the evolution of our physical reality with the time dimension being equal to one unit.
Keywords: many-worlds interpretation, quantum mechanics, quantum logic, computational model, computer simulation, virtual reality, multidimensional time, digital physics, multidimensional logic, evolution
References:
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