Computer vision based indoor localization methods use either an infrastructure of static cameras to track mobile entities (e.g., people, robots) or cameras attached to the mobile entities. Methods in the first category employ object tracking, while the others map images from mobile cameras with images acquired during a configuration stage or extracted from 3D reconstructed models of the space. This paper offers an overview of the computer vision based indoor localization domain, presenting application areas, commercial tools, existing benchmarks, and other reviews. It provides a survey of indoor localization research solutions, proposing a new classification based on the configuration stage (use of known environment data), sensing devices, type of detected elements, and localization method. It groups 70 of the most recent and relevant image based indoor localization methods according to the proposed classification and discusses their advantages and drawbacks. It highlights localization methods that also offer orientation information, as this is required by an increasing number of applications of indoor localization (e.g., augmented reality).
Phobias are a type of anxiety disorder characterized by severe fear of objects and situations. In recent years, virtual reality exposure therapy has emerged as a safer and more convenient method of treating phobias, with the same rate of success as classical therapy, the in vivo exposure to stimuli. Following extensive research concerning the available technologies and after studying the state of the art in the field, we developed the PhoVR (Phobia therapy through Virtual Reality) system during a 2-year long project that involved the participation of a technical university, a biology faculty, and an industry partner specialized in designing 3D applications. Our final prototype incorporates scenarios for acrophobia, claustrophobia, and fear of public speaking therapy, in which the user is required to perform gamified tasks and navigate virtual reality environments with biophysical data acquisition (electrodermal activity and heart rate), automatic anxiety level classification, biofeedback integrated into the scenes’ elements, the dynamic adaptation of the virtual environments, and relaxation techniques made available at any moment. The control panel is an application dedicated to psychotherapists for managing patients’ profiles and therapy sessions. The feedback obtained in a qualitative survey with subjects and psychotherapists who evaluated the prototype validated the system and provided suggestions for refinement.
The most important component of photorealism in Computer Graphics is given by a physically correct approximation of the light transport. Besides the direct illumination from light sources, there is an indirect illumination, produced by the reflections of the light rays on other surfaces of the scene. In Computer Graphics, the process of computing the illumination of a surface by considering both the direct and the indirect illumination is widely known as global illumination. This paper describes several classes of real-time global illumination techniques used in current game engines together with our own implementations of these approaches. All implementations were made in our own framework, specially designed with a multi-pass rendering architecture that allows fast implementation of rendering techniques and the reuse of functionalities. We analyze these classes based on the following criteria: the visual results produced by the indirect diffuse lighting, the ability to produce glossy reflections, shadows, ambient occlusion, subsurface scattering, translucency and volumetric lighting as well as the ability to simulate area lights. We present the quantitative results of our implementations, obtained with the same external parameters for all techniques, thanks to the unified implementations in the same framework. An important observation is that our analysis is focused on the techniques that are based on the rasterization pipeline, thus, the comparison does not include the techniques designed entirely for the ray-tracing pipeline.
Unilateral transducer constant power gain circles play an essential role in the design of radio‐frequency amplifiers and active modulators, as they help to determine optimal impedance matching conditions to meet gain and stability specifications. It is shown that these gain circles are a subfamily of Apollonius circles. For better visualisation, unilateral transducer constant gain power circles have been plotted for the first time on the three‐dimensional (3D) Smith chart. To this end, a natural relationship from an inversive geometry was required, in order to relate the gain circles with cutting planes for the 3D Smith chart.
8 November 2016 in IEEE Transactions on Microwave Theory and Techniques
This paper extends the capabilities of the 3-D Smith chart for representing positive and negative differential-phase group delay and the associated loaded resonator quality factor, displayed simultaneously with scattering (S)-parameters. Here, mathematical concepts, inspired from elementary differential geometry and topology, are used to implement 3-D projections. It is shown that a condition for a circuit to exploit negative differential-phase group delay is that its S-parameter winding number should be ≥ 0 (relative to its origin). Finally, exemplar network responses that exhibit both positive and negative differential-phase group delay and loaded resonator quality factor are shown with the 3-D Smith chart. The convenience of being able to simultaneously display a wider range of parameters on one visualization platform, with the 3-D Smith chart, may help to speed-up the design and analysis of microwave circuits by the user.
With the increase in the number of sensory substitution devices, the engineering community is confronted with a new challenge: ensuring user training in safe virtual environments before using these devices in real-life situations. We developed a game that uses an original sonification model, which, although not specific to a certain substitution device, can be an effective means of training for orientation in space based on audio stimuli. Thus, the game is not only a means of entertainment for visually impaired (VI) people but also one of training for the use of assistive devices. The game design and audio design are original contributions by the authors. The sonification model, which is crucial for a game dedicated to visually impaired people, is described in detail, both at the user and the implementation level. For better immersion, special sound design techniques have been used, such as ambisonic recordings and impulse response (IR) recordings. The game has been improved gradually, especially the sonification model, based on users’ feedback.