Although the use of performance efficiency measures (speed, movement economy, errors) and ergonomic assessments are relatively well established, the evaluation of cognitive outcomes is rare. This report makes the case for assessment strategies that include mental workload measures as a way to improve training scenarios and training/operating environments. These mental workload measures can be crucially important in determining the difference between well-intentioned but subtly distracting technologies and true breakthroughs that will enhance performance and reduce stress.
We present a framework for restoring arbitrarily warped and deformed documents to their original planar shape. The impetus for this work is the need for tools and techniques to help digitally preserve and restore fragile manuscripts. Current digitization is performed under the assumption that the documents are Jut, with subsequent image-processing and restoration algorithms either relying on this assumption or attempting to overcome it without shape information. Although most manuscripts were originally j u t , many become deformed from damage and deterioration. Physical Jiattening is not possible without risking further; possibly irreversible, damage.Our framework addresses this restoration problem with two primary contributions. First, we present a working 3 0 digitization setup that acquires a 3 0 model with accurate shape-to-texture registration under multiple lighting conditions. Second, we show how the 3 0 model and a massspring particle system can be used together as a framework for digitaljlattening. We show that this restoration process can correct document deformations and can signijicantly improve subsequent document analysis.
We present a framework for acquiring and restoring images of warped documents. The purpose of our restoration is to create a planar representation of a once planar document that has undergone an arbitrary and unknown rigid deformation. To accomplish this restoration, our framework acquires and flattens the 3D shape of a warped document to determine a nonlinear image transform that can correct for image distortion caused by the document's shape. Our framework is designed for use in library and museum digitization efforts where very old and badly damaged manuscripts are imaged.
Abstract-This paper presents a framework to restore the 2D content printed on documents in the presence of geometric distortion and nonuniform illumination. Compared with text-based document imaging approaches that correct distortion to a level necessary to obtain sufficiently readable text or to facilitate optical character recognition (OCR), our work targets nontextual documents where the original printed content is desired. To achieve this goal, our framework acquires a 3D scan of the document's surface together with a high-resolution image. Conformal mapping is used to rectify geometric distortion by mapping the 3D surface back to a plane while minimizing angular distortion. This conformal "deskewing" assumes no parametric model of the document's surface and is suitable for arbitrary distortions. Illumination correction is performed by using the 3D shape to distinguish content gradient edges from illumination gradient edges in the high-resolution image. Integration is performed using only the content edges to obtain a reflectance image with significantly less illumination artifacts. This approach makes no assumptions about light sources and their positions. The results from the geometric and photometric correction are combined to produce the final output.
Computational virtual unwrapping of the En-Gedi scroll reveals it to be the earliest Pentateuchal book ever found in a Holy Ark.
Imaging parameters such as focus strongly influence data quality and the performance of content extraction techniques. Narrow depth of field gives clear focus but only over a short range of depths. This paper shows results from an algorithm that uses computer-controlled focus and pan camera movement in order to obtain a scene image that is a composite which is in focus at every point. The goal is to explore the possible algorithms for using both intrinsic (focus) and extrinsic (pan and tilt) camera movements to generate an image sequence and then efficiently obtain a fused composite.
Immersive projection-based display environments have been growing steadily in popularity. However, these systems have, for the most part, been confined to laboratories or other special-purpose uses and have had relatively little impact on human-computer interaction or user-to-user communication/collaboration models. Before large-scale deployment and adoption of these technologies can occur, some key technical issues must be resolved. We address these issues in the design of the Metaverse. In particular, the Metaverse system supports automatic self-calibration of an arbitrary number of projectors, thereby simplifying system's setup and maintenance. The Metaverse also supports novel communication models that enhance the scalability of the system and facilitate collaboration between Metaverse portals. Finally, we describe a prototype implementation of the Metaverse. ACM Categories: H. INFORMATION SYSTEMS H.5 INFORMATION INTERFACES AND PRESENTATION H.5.3 GROUP AND ORGANIZATION INTERFACESUniversity of Kentucky / The Metaverse tween immersive environments, but relies on exceptionally high-bandwidth dedicated and/or quality-of-serviceguaranteed underlying network to transmit video and model information from one immersive environment to another. 7 Also, communication is typically allowed only between "identical" environments since the video being transmitted would not provide the correct "perception" in a dissimilar environment. Thus, these systems are collaborative only to a limited extent, and the scale of the collaboration is typically limited to one other environment (i.e., communication is over a point-to-point channel). They are also too expensive, large, or complex to be used by the typical computer user working in an office, classroom, lab, or at home.Several key technical issues remain to be solved before these new models of collaboration and interaction will begin to see large-scale deployment and use. First the cost of purchasing, installing, and maintaining immersive systems must be reduced to the point where they become affordable (e.g. as a replacement for the user's office computing environment). This implies the system must be built from inexpensive commodity parts rather than specialized high-end equipment. Second, the issues of installation, maintenance, and ease of use must be addressed. One of the main issues is calibration of the system. Carefully placing and aligning the various components of a projection systems is both difficult and time consuming. Ideally the system will self-configure and then monitor itself so that it can reconfigure itself automatically in response to changes in the environment or configuration. Third, if immersive systems are to be used in an interactive fashion, supporting collaboration among distant users, new models of communication must be developed, both within an immersive environment and between immersive environments, as well as efficient protocols and infrastructure for storing, accessing, and modifying the (model of the) Metaverse.
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