Current Search: visuals (x)
Pages
-
-
Title
-
NARRATIVE IN LIVE VISUAL PERFORMANCE.
-
Creator
-
Lenz, Henry, Kenny, Robert, University of Central Florida
-
Abstract / Description
-
For purposes of this thesis, live visual performance is defined as the accompaniment of music using projected or televised visual stimuli to achieve a supplemental interpretation of the music to tell its 'story' in a visual way. In my research I have found that, while complex narrative in a song can be conveyed through various means, the attention span of those listening and watching in a club setting is not conducive for patrons to sit down and engage in watching the visuals for a...
Show moreFor purposes of this thesis, live visual performance is defined as the accompaniment of music using projected or televised visual stimuli to achieve a supplemental interpretation of the music to tell its 'story' in a visual way. In my research I have found that, while complex narrative in a song can be conveyed through various means, the attention span of those listening and watching in a club setting is not conducive for patrons to sit down and engage in watching the visuals for a protracted period of time. Most patrons are dancing and socializing and do not choose to watch the video to derive complex meaning or context. My research has shown that, while introducing complex visual storylines may be the ultimate goal for a live visual performance in a studio or orchestral setting, the best way to convey an artistÃÂ's message in a club environment is through the use of repetitive symbols and visuals that move according to the beats of the music, light up the darkened atmosphere, and/or create a social metronome. This thesis presents the process by which the visual symbols were created and then chosen for specific, targeted performances and discusses the results of patron surveys that assess their initial responses to the accompanying live visual performance.
Show less
-
Date Issued
-
2010
-
Identifier
-
CFE0003365, ucf:48446
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0003365
-
-
Title
-
SUPERSONIC CROSSFLOW VISUALIZATION USING THE UNIVERSITY OF CENTRAL FLORIDA SUPERSONIC WIND TUNNEL.
-
Creator
-
Himmerich, Peter, Petersen, Eric, University of Central Florida
-
Abstract / Description
-
The next generation air breathing engine that would enable an alternative to conventional air travel or suborbital flight is the supersonic ramjet engine (SCRAM) which requires a highly accelerated rate of fuel mixing and combustion. For this type of engine, one of the improvement opportunities lies in the injection of the fuel into the supersonic flow inside the combustor. In order to determine the flow field that develops when a sonic jet of secondary gas is injected into a supersonic free...
Show moreThe next generation air breathing engine that would enable an alternative to conventional air travel or suborbital flight is the supersonic ramjet engine (SCRAM) which requires a highly accelerated rate of fuel mixing and combustion. For this type of engine, one of the improvement opportunities lies in the injection of the fuel into the supersonic flow inside the combustor. In order to determine the flow field that develops when a sonic jet of secondary gas is injected into a supersonic free stream, a dedicated test section was developed which was attached to the existing supersonic wind tunnel at the University of Central Florida. A Schlieren system was developed to visualize the associated flow fields and to provide a tool for future high-speed aerodynamic research. Mixing of a cross flow jet with a supersonic free stream is a topic of interest in the field of hypersonic air travel. In addition to a description and analysis of the resultant data, this thesis also serves as a reference for future research and work done with the UCF supersonic wind tunnel and the Schlieren system. The results agree with the literature, and the Schlieren images obtained show the associated shock and flow structures that are expected with a jet in cross flow.
Show less
-
Date Issued
-
2007
-
Identifier
-
CFE0001637, ucf:47230
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0001637
-
-
Title
-
Gamification of Visual Search in Real World Scenes.
-
Creator
-
Hess, Alyssa, Neider, Mark, Szalma, James, Bohil, Corey, Paulson, Daniel, University of Central Florida
-
Abstract / Description
-
Gamification, or the application of game-like features in non-game contexts, has been growing in popularity over the last five years. Specifically, the successful gamification of applications (such as Waze, Foursquare, and Fitocracy) has begun a spike in gamification of more complex tasks, such as learning to use AutoCAD or Photoshop. However, much is unknown about the psychological mapping of gamification or how it translates to behavioral outcomes. This dissertation aims to compare three...
Show moreGamification, or the application of game-like features in non-game contexts, has been growing in popularity over the last five years. Specifically, the successful gamification of applications (such as Waze, Foursquare, and Fitocracy) has begun a spike in gamification of more complex tasks, such as learning to use AutoCAD or Photoshop. However, much is unknown about the psychological mapping of gamification or how it translates to behavioral outcomes. This dissertation aims to compare three distinct styles of gamification (avatars, points and feedback, and leaderboards) onto the three basic psychological needs (autonomy, competence, and relatedness). It will assess behavioral outcomes on a visual search task when gamification styles are used separately, compared against all three styles used in concert. The task chosen is a camouflage visual search task. This task was selected because it is both boring (as indicated by the Flow Short Scale) and difficult (as indicated by previous work). These features make it the ideal task to gamify. Results indicated that only in the full gamification condition was response time significantly faster than in the control condition, or no gamification. However, ANOVA evaluating differences in enjoyment, motivation, and stress indicated differences among the groups, suggesting that gamification may elicit psychological outcomes that may not necessarily manifest into behavioral outcomes. ANCOVA were used to evaluate group differences using relevant survey measures as covariates. These tests indicated differences among groups in all behavioral measures, though these differences were most pronounced in response time measures. Future directions involving gamification based on personality type, as well as suggestions on best practice for gamification in the future are discussed.
Show less
-
Date Issued
-
2017
-
Identifier
-
CFE0006601, ucf:51264
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0006601
-
-
Title
-
The Spatial Relationship Between Labor, Cultural Migration, and the Development of Folk Music in the American South: A Digital Visualization Project.
-
Creator
-
Clarke, Robert, French, Scot, Martinez Fernandez, Luis, Walker, Ezekiel, University of Central Florida
-
Abstract / Description
-
This Digital/Public History visualization thesis project explores how three factors(-)Atlantic migration patterns, demographics, and socioeconomic systems(-)influenced the development of folk music in the southern United States from the 18th century through the 20th century. A large body of written scholarship exists addressing plantation economies, the slave trade, and folk music. Digital technology, however, creates new opportunities for analyzing the geo-temporal aspects contained within...
Show moreThis Digital/Public History visualization thesis project explores how three factors(-)Atlantic migration patterns, demographics, and socioeconomic systems(-)influenced the development of folk music in the southern United States from the 18th century through the 20th century. A large body of written scholarship exists addressing plantation economies, the slave trade, and folk music. Digital technology, however, creates new opportunities for analyzing the geo-temporal aspects contained within the numerous archival resources such as census and migration records, field recordings, economic data, diaries, and other personal records. The written portion of the thesis addresses the historiography, research findings, and the process of creating the visualization product. The digital component employs open-source archives and MapScholar, a visualization tool developed at the University of Virginia, to reveal the spatial dimensions of three distinct regions(-)The greater Chesapeake (Virginia/North Carolina/), the coastal lowlands and sea islands of the Gullah Corridor (Charleston/Savannah), and Louisiana (New Orleans). The end result is an educational and potential research tool that affords viewers a more dynamic perspective on the relationship between agricultural slave labor, migration patterns, and folk music than is possible with text alone.
Show less
-
Date Issued
-
2014
-
Identifier
-
CFE0005150, ucf:50697
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0005150
-
-
Title
-
Modified System Design and Implementation of an Intelligent Assistive Robotic Manipulator.
-
Creator
-
Paperno, Nicholas, Behal, Aman, Haralambous, Michael, Sukthankar, Gita, Boloni, Ladislau, Smither, Janan, University of Central Florida
-
Abstract / Description
-
This thesis presents three improvements to the current UCF MANUS systems. The first improvement modifies the existing fine motion controller into PI controller that has been optimized to prevent the object from leaving the view of the cameras used for visual servoing. This is achieved by adding a weight matrix to the proportional part of the controller that is constrained by an artificial ROI. When the feature points being used are approaching the boundaries of the ROI, the optimized...
Show moreThis thesis presents three improvements to the current UCF MANUS systems. The first improvement modifies the existing fine motion controller into PI controller that has been optimized to prevent the object from leaving the view of the cameras used for visual servoing. This is achieved by adding a weight matrix to the proportional part of the controller that is constrained by an artificial ROI. When the feature points being used are approaching the boundaries of the ROI, the optimized controller weights are calculated using quadratic programming and added to the nominal proportional gain portion of the controller. The second improvement was a compensatory gross motion method designed to ensure that the desired object can be identified. If the object cannot be identified after the initial gross motion, the end-effector will then be moved to one of three different locations around the object until the object is identified or all possible positions are checked. This framework combines the Kanade-Lucase-Tomasi local tracking method with the ferns global detector/tracker to create a method that utilizes the strengths of both systems to overcome their inherent weaknesses. The last improvement is a particle-filter based tracking algorithm that robustifies the visual servoing function of fine motion. This method performs better than the current global detector/tracker that was being implemented by allowing the tracker to successfully track the object in complex environments with non-ideal conditions.
Show less
-
Date Issued
-
2015
-
Identifier
-
CFE0005681, ucf:50180
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0005681
-
-
Title
-
THE EFFECTS OF STIMULUS MOTION ON CONTRAST SENSITIVITY: DYNAMIC SENSITIVITY FUNCTIONS.
-
Creator
-
Zavod, Merrill, Rinalducci, Edward, University of Central Florida
-
Abstract / Description
-
Static Visual Acuity (SVA) has been called into question for some time as a measure of overall visual system function and as a predictor of performance on real-life tasks requiring vision (i.e., operating an automobile). Specifically, it has been pointed out that the targets employed in most SVA testing (high contrast, stationary letters) are an insufficient analog to actual targets encountered in everyday activities, which are often in motion and/or of less-than-perfect contrast. In addition...
Show moreStatic Visual Acuity (SVA) has been called into question for some time as a measure of overall visual system function and as a predictor of performance on real-life tasks requiring vision (i.e., operating an automobile). Specifically, it has been pointed out that the targets employed in most SVA testing (high contrast, stationary letters) are an insufficient analog to actual targets encountered in everyday activities, which are often in motion and/or of less-than-perfect contrast. In addition, the size-threshold methodology typically used to measure SVA is incongruent with current theories of a multi-channel visual system. Dynamic Visual Acuity (DVA) and Contrast Sensitivity have been suggested as alternatives to SVA, but while each mitigates specific weaknesses of the SVA measure, neither addresses the shortcomings completely. Traditional DVA measures employ moving targets, but these targets are usually of perfect contrast and a size-threshold methodology is used to specify acuity levels. Contrast Sensitivity employs a contrast-threshold methodology and allows measurement of specific visual channels, but stationary targets are utilized. The present study combined the DVA and Contrast Sensitivity measures in an effort to retain the unique qualities of each while addressing their shortcomings, resulting in a more detailed picture of the human visual system and functioning than has yet been possible. By measuring contrast sensitivity to targets at a set of spatial frequencies spanning the human "window of visibility" and under conditions of motion representative of that encountered in everyday activities, it was hoped that a more powerful predictor of actual visual performance would be created. In addition, normative data was established for two separate age populations, in the hopes of learning more about specific changes that occur to the visual system during the aging process. Indeed, several effects and interactions among the three main variables (spatial frequency, velocity, age) were uncovered, which appears to indicate that the new test may provide more information about the visual system than DVA or contrast sensitivity by themselves. The ramifications of this effort to human factors and visual performance research are discussed along with recommendations for the continuation and application of this line of research.
Show less
-
Date Issued
-
2004
-
Identifier
-
CFE0000293, ucf:46210
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0000293
-
-
Title
-
Structured Light-Field Focusing 3D Density Measurements of A Supersonic Cone.
-
Creator
-
Shigematsu, Ryonosuke, Ahmed, Kareem, Bhattacharya, Samik, Das, Tuhin, University of Central Florida
-
Abstract / Description
-
This study describes three-dimensional (3D) quantitative visualization of density field in a supersonic flow around a cone spike. A measurement of the density gradient is conducted within a supersonic wind tunnel facility at the Propulsion and Energy Research Laboratory at the University of Central Florida utilizing Structured Light-Field Focusing Schlieren (SLLF). In conventional schlieren and Shadowgraph techniques, it is widely known that a complicated optical system is needed and yet...
Show moreThis study describes three-dimensional (3D) quantitative visualization of density field in a supersonic flow around a cone spike. A measurement of the density gradient is conducted within a supersonic wind tunnel facility at the Propulsion and Energy Research Laboratory at the University of Central Florida utilizing Structured Light-Field Focusing Schlieren (SLLF). In conventional schlieren and Shadowgraph techniques, it is widely known that a complicated optical system is needed and yet visualizable area depends on an effective diameter of lenses and mirrors. Unlike these techniques, SLLF is yet one of the same family as schlieren photography, it is capable of non-intrusive turbulent flow measurement with relatively low cost and easy-to-setup instruments. In this technique, cross-sectional area in the flow field that is parallel to flows can be observed while other schlieren methods measure density gradients in line-of-sight, meaning that it measures integrated density distribution caused by discontinuous flow parameters. To reconstruct a 3D model of shock structure, two-dimensional (2D) images are pictured to process in MATLAB. The ultimate goal of this study is to introduce a novel technique of SLLF and quantitative 3D shock structures generated around a cone spike to reveal the interaction between free-stream flow and the high-pressure region.
Show less
-
Date Issued
-
2018
-
Identifier
-
CFE0007096, ucf:51965
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0007096
-
-
Title
-
MAKING VISUAL NOISE.
-
Creator
-
Leitch, Deborah, Poindexter, Carla, University of Central Florida
-
Abstract / Description
-
Focusing on the combination of multi-cultural and historical influences from my personal life experiences, my creations of odd juxtapositions of space, complex pattern and new iconography in my paintings, reveal more than merely a representational image to a viewer. Although my subjects may vary from the anonymous to media celebrity, it is their relationship to me that influences the creation of my static animation and visual noise.
-
Date Issued
-
2011
-
Identifier
-
CFE0003623, ucf:48847
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0003623
-
-
Title
-
THE EFFECT OF IN-VEHICLE WARNING SYSTEMS ON DRIVERRESPONSE IN WORK ZONES.
-
Creator
-
Whitmire II, James, Kincaid, Peter, University of Central Florida
-
Abstract / Description
-
This research investigated the effectiveness of in-vehicle information technologies on driver behavior in work zones. In-vehicle information devices can increase driver awareness to an oncoming change in traffic flow and provide specific guidelines for driving speed requirements, lane merging strategies, or unexpected changes in the roadway (e.g., detours and lane shifts). The overall conditional effects for vehicle speed are significant; that is, both the audio and visual groups out...
Show moreThis research investigated the effectiveness of in-vehicle information technologies on driver behavior in work zones. In-vehicle information devices can increase driver awareness to an oncoming change in traffic flow and provide specific guidelines for driving speed requirements, lane merging strategies, or unexpected changes in the roadway (e.g., detours and lane shifts). The overall conditional effects for vehicle speed are significant; that is, both the audio and visual groups out performed the control group within the simulated work zone. Participants in audio group did outperform the visual group, not significantly though. The overall conditional effects for total time in violation are significant; that is, both the audio and visual groups out performed the control group. The test session results for Total Time in Violation were statistically significant, F(2, 57) = 7.17, p < .01. The strength of relationship between the warning messages and the Total Time in Violation with regular road signage, as assessed by η2 , was strong, the warning message factor accounting for 20% of the variance of the dependent variable.
Show less
-
Date Issued
-
2007
-
Identifier
-
CFE0001589, ucf:47112
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0001589
-
-
Title
-
AUGMENTATION IN VISUAL REALITY (AVR).
-
Creator
-
Zhang, Yunjun, Hughes, Charles, University of Central Florida
-
Abstract / Description
-
Human eyes, as the organs for sensing light and processing visual information, enable us to see the real world. Though invaluable, they give us no way to ``edit'' the received visual stream or to ``switch'' to a different channel. The invention of motion pictures and computer technologies in the last century enables us to add an extra layer of modifications between the real world and our eyes. There are two major approaches to modifications that we consider here, offline...
Show moreHuman eyes, as the organs for sensing light and processing visual information, enable us to see the real world. Though invaluable, they give us no way to ``edit'' the received visual stream or to ``switch'' to a different channel. The invention of motion pictures and computer technologies in the last century enables us to add an extra layer of modifications between the real world and our eyes. There are two major approaches to modifications that we consider here, offline augmentation and online augmentation. The movie industry has pushed offline augmentation to an extreme level; audiences can experience visual surprises that they have never seen in their real lives, even though it may take a few months or years for the production of the special visual effects. On the other hand, online augmentation requires that modifications be performed in real time. This dissertation addresses problems in both offline and online augmentation. The first offline problem addressed here is the generation of plausible video sequences after removing relatively large objects from the original videos. In order to maintain temporal coherence among the frames, a motion layer segmentation method is applied. From this, a set of synthesized layers is generated by applying motion compensation and a region completion algorithm. Finally, a plausibly realistic new video, in which the selected object is removed, is rendered given the synthesized layers and the motion parameters. The second problem we address is to construct a blue screen key for video synthesis or blending for Mixed Reality (MR) applications. As a well researched area, blue screen keying extracts a range of colors, typically in the blue spectrum, from a captured video sequence to enable the compositing of multiple image sources. Under ideal conditions with uniform lighting and background color, a high quality key can be generated through commercial products, even in real time. However, A Mixed Realty application typically involves a head-mounted display (HMD) with poor camera quality. This in turn requires the keying algorithm to be robust in the presence of noise. We conduct a three stage keying algorithm to reduce the noise in the key output. First a standard blue screen keying algorithm is applied to the input to get a noisy key; second the image gradient information and the corresponding region are compared with the result in the first step to remove noise in the blue screen area; and finally a matting approach is applied on the boundary of the key to improve the key quality. Another offline problem we address in this dissertation is the acquisition of correct transformation between the different coordinate frames in a Mixed Reality (MR) application. Typically an MR system includes at least one tracking system. Therefore the 3D coordinate frames that need to be considered include the cameras, the tracker, the tracker system and a world. Accurately deriving the transformation between the head-mounted display camera and the affixed 6-DOF tracker is critical for mixed reality applications. This transformation brings the HMD cameras into the tracking coordinate frame, which in turn overlaps with a virtual coordinate frame to create a plausible mixed visual experience. We carry out a non-linear optimization method to recover the camera-tracker transformation with respect to the image reprojection error. For online applications, we address a problem to extend the luminance range in mixed reality environments. We achieve this by introducing Enhanced Dynamic Range Video, a technique based on differing brightness settings for each eye of a video see-through head mounted display (HMD). We first construct a Video-Driven Time-Stamped Ball Cloud (VDTSBC), which serves as a guideline and a means to store temporal color information for stereo image registration. With the assistance of the VDTSBC, we register each pair of stereo images, taking into account confounding issues of occlusion occurring within one eye but not the other. Finally, we apply luminance enhancement on the registered image pairs to generate an Enhanced Dynamic Range Video.
Show less
-
Date Issued
-
2007
-
Identifier
-
CFE0001757, ucf:47285
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0001757
-
-
Title
-
SLOUGH: REVEALING THE ANIMAL.
-
Creator
-
Dunklin, Clay, Buyssens, Ryan, University of Central Florida
-
Abstract / Description
-
When making my work I constantly reflect on past mythologies, images, and objects. These served people as a way to make sense of and understand the dynamics of the world around them. As we continue to alter and shape the world into one designed for exclusively human benefit, we need new models that reveal the dynamics of our relationship to the world around us. This is what artists have been doing for centuries, and I specifically look to those using animals and animal imagery in their work...
Show moreWhen making my work I constantly reflect on past mythologies, images, and objects. These served people as a way to make sense of and understand the dynamics of the world around them. As we continue to alter and shape the world into one designed for exclusively human benefit, we need new models that reveal the dynamics of our relationship to the world around us. This is what artists have been doing for centuries, and I specifically look to those using animals and animal imagery in their work to further mythologize our contemporary understanding of the human-other animal relationship. My body of work utilizes methods of drawing, printmaking, sculpture, and video to create contemporary icons, objects, and rituals. Icons are re-appropriated, objects are redefined, and rituals are reinterpreted in my work in a way that becomes relevant again for a contemporary audience. Animal imagery is used in a way that explores current trends in genetics, industry, consumerism, and power to reveal this contemporary mythology. These are certainly informed by the prehistoric understanding of this relationship as it is in jarring contrast to our notions today. This juxtaposition serves to illuminate how this relationship has been distorted in this historically recent time while aiming to enlighten us to the power of the other, the thing-ness or vitality of the animal and re-calibrate contemporary notions in order to achieve reconciliation with a natural order of things.
Show less
-
Date Issued
-
2016
-
Identifier
-
CFH2000022, ucf:45580
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFH2000022
-
-
Title
-
EFFECTS OF A TREATMENT USING COMPUTER GENERATION OF ISOMETRIC AND ORTHOGRAPHIC PROJECTIONS ON MIDDLE SCHOOL STUDENTSÃÂ' SPATIAL ABILITY.
-
Creator
-
Traas, Adam, Haciomeroglu, Erhan, University of Central Florida
-
Abstract / Description
-
The primary focus of this study examines the effectiveness of the CRIOSAT (Computerized Rotational Isometric and Orthographic Spatial) spatial ability treatment on a random sample of middle school studentsÃÂ' (n=137) spatial ability as measured by the Purdue Spatial Visualization Test: Rotations Test (PSVT-ROT) (Guay, 1977). The secondary focus of this study investigates the relationships between mathematical achievement, problem solving preferences, and spatial ability...
Show moreThe primary focus of this study examines the effectiveness of the CRIOSAT (Computerized Rotational Isometric and Orthographic Spatial) spatial ability treatment on a random sample of middle school studentsÃÂ' (n=137) spatial ability as measured by the Purdue Spatial Visualization Test: Rotations Test (PSVT-ROT) (Guay, 1977). The secondary focus of this study investigates the relationships between mathematical achievement, problem solving preferences, and spatial ability. The secondary focus was tested on a subsample (n=41), with the problem solving preferences measured via the Mathematical Processing Instrument (MPI) (Suwarsono, 1982). Findings indicated no significant gains in spatial ability scores after studentsÃÂ' use of the CRIOSAT treatment; while some increases in spatial ability took place in males. Significant positive correlation was identified between mathematics achievement and spatial ability; while conversely, a significant negative correlation was found between mathematics achievement and level of visual problem solving used by students.
Show less
-
Date Issued
-
2010
-
Identifier
-
CFE0003033, ucf:48345
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0003033
-
-
Title
-
GPU Ray Traced Rendering And Image Fusion Based Visualization Of Urban Terrain For Enhanced Situation Awareness.
-
Creator
-
Sik, Lingling, Pattanaik, Sumanta, Kincaid, John, Proctor, Michael, Tappen, Marshall, Graniela Ortiz, Benito, University of Central Florida
-
Abstract / Description
-
Urban activities involving planning, preparing for and responding to time critical situations often demands sound situational awareness of overall settings. Decision makers, who are tasked to respond effectively to emergencies, must be equipped with information on the details of what is happening, and must stay informed with updates as the event unfolds and remain attentive to the extent of impact the dynamics of the surrounding settings might have. Recent increases in the volumes of geo...
Show moreUrban activities involving planning, preparing for and responding to time critical situations often demands sound situational awareness of overall settings. Decision makers, who are tasked to respond effectively to emergencies, must be equipped with information on the details of what is happening, and must stay informed with updates as the event unfolds and remain attentive to the extent of impact the dynamics of the surrounding settings might have. Recent increases in the volumes of geo-spatial data such as satellite imageries, elevation maps, street-level photographs and real-time imageries from remote sensory devices affect the way decision makers make assessments in time-critical situations. When terrain related spatial information are presented accurately, timely, and are augmented with terrain analysis such as viewshed computations, enhanced situational understanding could be formed. Painting such enhanced situational pictures, however, demands efficient techniques to process and present volumes of geo-spatial data. Modern Graphics Processing Units (GPUs) have opened up a wide field of applications far beyond processing millions of polygons. This dissertation presents approaches that harness graphics rendering techniques and GPU programmability to visualize urban terrain with accuracy, viewshed analysis and real-time imageries. The GPU ray tracing and image fusion visualization techniques presented herein have the potential to aid in achieving enhanced urban situational awareness and understanding.Current state of the art polygon based terrain representations often use coarse representations for terrain features of less importance to improve rendering rate. This results in reduced geometrical accuracy for selective terrain features that are considered less critical to the visualization or simulation needs. Alternatively, to render highly accurate urban terrain, considerable computational effort is needed. A compromise between achieving real-time rendering rate and accurate terrain representations would have to be made. Likewise, computational tasks involved in terrain-related calculations such as viewshed analysis are highly computational intensive and are traditionally performed at a non-interactive rate. The first contribution of the research involves using GPU ray tracing, a rendering approach, conventionally not employed in the simulation community in favor of rasterization, to achieve accurate visualization and improved understanding of urban terrain. The efficiency of using GPU ray tracing is demonstrated in two areas, namely, in depicting complex, large scale terrain and in visualizing viewshed terrain effects at interactive rate. Another contribution entails designing a novel approach to create an efficient and real-time mapping system. The solution achieves updating and visualizing terrain textures using 2D geo-referenced imageries for enhanced situational awareness. Fusing myriad of multi-view 2D inputs spatially for a complex 3D urban scene typically involves a large number of computationally demanding tasks such as image registrations, mosaickings and texture mapping. Current state of the art solutions essentially belongs to two groups. Each strives to either provide near real-time situational pictures in 2D or off-line complex 3D reconstructions for subsequent usages. The solution proposed in this research relies on using prior constructed synthetic terrains as backdrops to be updated with real-time geo-referenced images. The solution achieves speed in fusing information in 3D. Mapping geo-referenced images spatially in 3D puts them into context. It aids in conveying spatial relationships among the data. Prototypes to evaluate the effectiveness of the aforementioned techniques are also implemented. The benefits of augmenting situational displays with viewshed analysis and real-time geo-referenced images in relation to enhancing the user's situational awareness are also evaluated. Preliminary results from user evaluation studies demonstrate the usefulness of the techniques in enhancing operators' performances, in relation to situational awareness and understanding.
Show less
-
Date Issued
-
2013
-
Identifier
-
CFE0005115, ucf:50757
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0005115
-
-
Title
-
A Program Manager's Dilemma: Measuring the Effect on Performance of Different Visual Modalities in Mixed Reality Aerial Door Gunnery.
-
Creator
-
Stevens, Jonathan, Kincaid, John, Shumaker, Randall, Karwowski, Waldemar, Mohammad, Syed, Sottilare, Robert, University of Central Florida
-
Abstract / Description
-
The United States Army continues to develop new and effective ways to use simulation for training. One example is the Non-Rated Crew Member Manned Module (NCM3), a simulator designed to train helicopter crewmembers in critical, high risk tasks such as crew coordination, flight, aerial gunnery, hoist and sling load related tasks. The goal of this study was to evaluate visual modalities' effect on performance in mixed reality aerial door gunnery.There is a strong belief in the United States...
Show moreThe United States Army continues to develop new and effective ways to use simulation for training. One example is the Non-Rated Crew Member Manned Module (NCM3), a simulator designed to train helicopter crewmembers in critical, high risk tasks such as crew coordination, flight, aerial gunnery, hoist and sling load related tasks. The goal of this study was to evaluate visual modalities' effect on performance in mixed reality aerial door gunnery.There is a strong belief in the United States Army that the greater the degree of immersion in a virtual simulation, the more effective that simulation is. However, little scientific research exists that supports this notion. In fact, the true goal of training simulation is to optimize the degree of transfer to the trainee - not to create the most immersive experience possible. As a result, the Army Program Manager frequently faces trade-off dilemmas during the simulation design phase, balancing user desires with cost and schedule constraints. One of those trade-off predicaments, and the unscientific manner in which it was resolved, served as the motivation for this research.A review of the literature was conducted in order to investigate the benefits of simulation for training. The taxonomy of reality, as well as the training efficacy of virtual and mixed reality simulation, were examined. Major concepts, applications and components of virtual and mixed reality simulation training were studied. Prior visual modality research was reviewed and discussed. Two discrete groups of subjects, expert (n = 20) and novice (n = 76), were employed in this study. Participants were randomly assigned to one of two visual modality treatments (Liquid Crystal Display (LCD) flat panel screen or Head-Mounted Display (HMD)) and executed three aerial door gunnery training scenarios in the NCM3. Independent variables were visual modality, trial, immersive tendency and simulator sickness questionnaire scores. Dependent variables included performance, presence and simulator sickness change scores. The results of the study indicate no main effect of visual modality on performance for the expert population while a main effect of visual modality on performance was discovered for the novice population. Both visual treatment groups experienced the same degree of presence and simulator sickness. No relationship between an individual's immersive tendency and their performance and level of presence was found. Results of this study's primary objective are conflicting, by expertise group, and thus both support and challenge the commonly held notion that higher immersive simulation leads to better performance.
Show less
-
Date Issued
-
2014
-
Identifier
-
CFE0005422, ucf:50427
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0005422
-
-
Title
-
iPads for Students with ASD: Comparing Delivery Modes for Visual Activity Schedules.
-
Creator
-
Gourwitz, Jillian, Martin, Suzanne, Vasquez, Eleazar, Pearl, Cynthia, Levin, Judith, Vince Garland, Krista, University of Central Florida
-
Abstract / Description
-
Visual Activity Schedules (VAS) are tools that present an abstract concept, such as time, in a more concrete and manageable form. VAS allow students to anticipate upcoming events and activities, develop an understanding of time, and facilitate the ability to predict change. Prior investigations have used VAS to increase on-task behavior while enhancing the student's ability to independently make transitions from one activity to another and are particularly appropriate as they capitalize on...
Show moreVisual Activity Schedules (VAS) are tools that present an abstract concept, such as time, in a more concrete and manageable form. VAS allow students to anticipate upcoming events and activities, develop an understanding of time, and facilitate the ability to predict change. Prior investigations have used VAS to increase on-task behavior while enhancing the student's ability to independently make transitions from one activity to another and are particularly appropriate as they capitalize on the visual strengths exhibited by many students with autism. Mobile devices such as the iPad are becoming a tool for teaching students with disabilities, and research is currently underway to determine the effectiveness of specific applications on student performance. This research examined the impact of VAS delivered via the iPad, compared to a paper-based VAS, on the percentage of on-task behavior and median transition time for students with autism spectrum disorder (ASD) during academic center activities in an inclusive classroom setting. An alternating-treatment, single-subject research design was used to determine whether a divergence exists between the paper-based VAS and the iPad VAS. This study included three student participants who (a) had a diagnosis of ASD as stated on the Individualized Education Plan (IEP), (b) were in grade level K-1, (c) received instruction through Language Arts activity centers taught within one classroom, and (d) had difficulty with independent on-task behavior as reported by the participant's teacher. Visual analysis of the data for on-task behavior revealed mixed results. Student 1 had a divergence between on-task behavior, with the paper-based VAS being a superior treatment condition to the iPad VAS 80% of the time. Student 2 also had a divergence between percentage of on-task behavior, with the iPad VAS being a superior treatment condition to the paper-based VAS 80% of the time. Student 3 had no clear divergence in percentage of on-task behavior between the iPad VAS and the paper-based VAS. All three participants had highly variable baseline and intervention data for transition time with a level stability range of 20% to 60%. Student 1 and Student 3 had no clear difference in transition time when comparing the paper-based VAS to the iPad VAS. Student 2 had a divergence in transition time data between the iPad VAS and the paper-based VAS, with the paper-based VAS being a superior treatment condition 90% of the time.
Show less
-
Date Issued
-
2014
-
Identifier
-
CFE0005339, ucf:50471
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0005339
-
-
Title
-
Do multiple conditions elicit the visual redundant signals effect in simple response times?.
-
Creator
-
Mishler, Ada, Neider, Mark, Lighthall, Nichole, Szalma, James, Joseph, Dana, University of Central Florida
-
Abstract / Description
-
The redundant signals effect, or redundancy gain, is an increase in human processing efficiency when target redundancy is introduced into a display. An advantage for two visual signals over one has been found in a wide variety of speeded response time tasks, but does not always occur and may be weakened by some task parameters. These disparate results suggest that visual redundancy gain is not a unitary effect, but is instead based on different underlying mechanisms in different tasks. The...
Show moreThe redundant signals effect, or redundancy gain, is an increase in human processing efficiency when target redundancy is introduced into a display. An advantage for two visual signals over one has been found in a wide variety of speeded response time tasks, but does not always occur and may be weakened by some task parameters. These disparate results suggest that visual redundancy gain is not a unitary effect, but is instead based on different underlying mechanisms in different tasks. The current study synthesizes previous theories applied to redundancy gain into the three-conditions hypothesis, which states that visual redundancy gain depends on the presence of at least one of three factors: visual identicalness between multiple targets, familiarity with multiple similar targets, or prepotentiation for multiple different targets. In a series of four simple response time experiments, participants responded to single targets presented to one side of the visual field, or to bilateral targets presented to both sides of the visual field. The first three experiments each explored one condition, the first experiment by comparing identical to non-identical random shapes to examine visual identicalness, the second by comparing familiar to unfamiliar letters to examine familiarity, and the third by comparing previewed with non-previewed random shapes to examine prepotentiation. Finally, the fourth experiment employed letters that varied in familiarity, identicalness, and preview, to examine whether or not the three hypothesized causes have multiplicative effects on redundancy. Results indicated that participants were able to benefit equally from redundancy regardless of identicalness, familiarity, or prepotentiation, but that they did so by ignoring one target in the redundant-target trials. These results suggest that redundancy gain may need to be even further divided into more than three underlying mechanisms, with a serial processing mechanism that can be used for stimuli that are not familiar, prepotentiated, or identical.
Show less
-
Date Issued
-
2017
-
Identifier
-
CFE0006899, ucf:52890
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0006899
-
-
Title
-
TEACHING STRATEGIES FOR STUDENTS WITH EXCEPTIONALITIES IN THE SECONDARY ART CLASSROOM WITH A FOCUS ON STUDENTS WITH AUTISM, DOWN SYNDROME, AND VISUAL IMPAIRMENT.
-
Creator
-
Fannan, Cheyanne Maree, McGann, Debra, Killingsworth Roberts, Sherron & Hoffman, Elizabeth, University of Central Florida
-
Abstract / Description
-
The intent of this thesis is to discover teaching strategies for students who have exceptionalities with a focus on students who have Autism, Down syndrome, or Visual Impairment and how these teaching strategies can be used to teach students in a mainstreamed secondary art classroom. Since the mainstreaming of the public school system has increased, students with exceptionalities have caused uncertainty among teachers about which teaching strategies to use in the classroom to meet all of...
Show moreThe intent of this thesis is to discover teaching strategies for students who have exceptionalities with a focus on students who have Autism, Down syndrome, or Visual Impairment and how these teaching strategies can be used to teach students in a mainstreamed secondary art classroom. Since the mainstreaming of the public school system has increased, students with exceptionalities have caused uncertainty among teachers about which teaching strategies to use in the classroom to meet all of their students needs. New teaching strategies need to be brought into the classroom to change the way students are learning. This thesis will include: the general facts, characteristics, accommodations, and modifications of Autism, Down syndrome, and Visual Impairment. An understanding of how students with Autism, Down syndrome, or Visual Impairment learn and what teaching strategies can be used in a secondary art classroom to provide the least restrictive learning environment to the students will be addressed. Suggested teaching strategies for students with Autism include the use of visualizations, change in pace, adaptive tools, and choosing materials wisely. For students with Down syndrome include simplification, repetition, breaking the lesson down into parts, and pacing. Students with Visual Impairment will need tactile materials, clear wording, descriptive visuals, and labeling, light, and intense color.
Show less
-
Date Issued
-
2017
-
Identifier
-
CFH2000248, ucf:46000
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFH2000248
-
-
Title
-
AMERICAN VIRAGOS: DEPICTING HEROINES IN PUBLIC ART.
-
Creator
-
Henry, Cara, Raimundi-Ortiz, Wanda, University of Central Florida
-
Abstract / Description
-
To confront the inadequate representation of women as heroic figures in American public art, this project investigates the precedent of representing heroines in art. Through researching artwork featuring heroines, and heroic figures in general, this project aims to understand the historical context that new works featuring heroines will fit into. A template for constructing art featuring heroines was developed, showing what features or qualities are generally emphasized for the artwork to...
Show moreTo confront the inadequate representation of women as heroic figures in American public art, this project investigates the precedent of representing heroines in art. Through researching artwork featuring heroines, and heroic figures in general, this project aims to understand the historical context that new works featuring heroines will fit into. A template for constructing art featuring heroines was developed, showing what features or qualities are generally emphasized for the artwork to read as heroic. As art history has supplied principally man heroic figures, it was interesting trying to discern whether a template for art about heroines is different or essentially the same as a template for heroes. This project also includes three groups of artworks: new portraits for United States paper currency featuring American heroines, propaganda posters featuring Lady Liberty, and proposals for public installations that celebrate American heroines. These works investigate the process of placing women in spaces historically used to celebrate predominantly man heroic figures. In this investigation, I found that many heroic signifiers used for heroes were suitable for heroines. Emphasize physical strength, a performance of masculinity, or an emphasized performance of femininity were not necessary for the portrayal of heroines to read as heroic. By creating these artworks and a template for constructing heroines, this project will hopefully encourage and enable other artists to create works featuring heroines and generate support for better representation of women in public art.
Show less
-
Date Issued
-
2017
-
Identifier
-
CFH2000170, ucf:46041
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFH2000170
-
-
Title
-
USER-CENTERED VIRTUAL ENVIRONMENT ASSESSMENT AND DESIGN FOR COGNITIVE REHABILITATION APPLICATIONS.
-
Creator
-
Fidopiastis, Cali, Rolland, Jannick, University of Central Florida
-
Abstract / Description
-
Virtual environment (VE) design for cognitive rehabilitation necessitates a new methodology to ensure the validity of the resulting rehabilitation assessment. We propose that benchmarking the VE system technology utilizing a user-centered approach should precede the VE construction. Further, user performance baselines should be measured throughout testing as a control for adaptive effects that may confound the metrics chosen to evaluate the rehabilitation treatment. To support these claims we...
Show moreVirtual environment (VE) design for cognitive rehabilitation necessitates a new methodology to ensure the validity of the resulting rehabilitation assessment. We propose that benchmarking the VE system technology utilizing a user-centered approach should precede the VE construction. Further, user performance baselines should be measured throughout testing as a control for adaptive effects that may confound the metrics chosen to evaluate the rehabilitation treatment. To support these claims we present data obtained from two modules of a user-centered head-mounted display (HMD) assessment battery, specifically resolution visual acuity and stereoacuity. Resolution visual acuity and stereoacuity assessments provide information about the image quality achieved by an HMD based upon its unique system parameters. When applying a user-centered approach, we were able to quantify limitations in the VE system components (e.g., low microdisplay resolution) and separately point to user characteristics (e.g., changes in dark focus) that may introduce error in the evaluation of VE based rehabilitation protocols. Based on these results, we provide guidelines for calibrating and benchmarking HMDs. In addition, we discuss potential extensions of the assessment to address higher level usability issues. We intend to test the proposed framework within the Human Experience Modeler (HEM), a testbed created at the University of Central Florida to evaluate technologies that may enhance cognitive rehabilitation effectiveness. Preliminary results of a feasibility pilot study conducted with a memory impaired participant showed that the HEM provides the control and repeatability needed to conduct such technology comparisons. Further, the HEM affords the opportunity to integrate new brain imaging technologies (i.e., functional Near Infrared Imaging) to evaluate brain plasticity associated with VE based cognitive rehabilitation.
Show less
-
Date Issued
-
2006
-
Identifier
-
CFE0001203, ucf:46946
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0001203
-
-
Title
-
DESIGNING FOR A JAPANESE HIGH-CONTEXT CULTURE: CULTURE'S INFLUENCE ON THE TECHNICAL WRITER'S VISUAL RHETORIC.
-
Creator
-
Carpenter, Russell, Flammia, Madelyn, University of Central Florida
-
Abstract / Description
-
This thesis analyzes the challenges technical writers face when designing documents for high-context cultures, such as the Japanese. When developing documents intended to cross cultural gulfs, technical writers must take into consideration cultural expectations, preferences, and practices in document design and communication. High-context cultures, such as Japan, design documents using drastically different design strategies than those used in the United States. Japanese communication habits...
Show moreThis thesis analyzes the challenges technical writers face when designing documents for high-context cultures, such as the Japanese. When developing documents intended to cross cultural gulfs, technical writers must take into consideration cultural expectations, preferences, and practices in document design and communication. High-context cultures, such as Japan, design documents using drastically different design strategies than those used in the United States. Japanese communication habits are more ambiguous than communication in the United States. Thus, the Japanese often use visuals for their aesthetic appeal, not for their ability to complement the text that surrounds the visual. The ambiguous nature of high-context culture communication habits often pose problems when Americans try to communicate--whether through written or oral communication--with a high-context audience. Without careful analysis and research into these cultural implications, the technical writer risks developing unsuccessful documents that do not accomplish the goals of the communication. It takes years of research to understand cultural differences, especially in the case of Japanese communication habits. With the research presented in this thesis, technical writers will understand better how to address document design issues when designing for high-context cultures in general and the Japanese culture specifically. In order to effectively analyze document design strategies across cultures, I have collected documents from two cultures--from the United States and from Japan. These two cultures represent a low-context culture, the United States, and a high-context culture, Japan. The United States and Japan are opposite each other on Edward T. Hall's cultural continuum, providing ideal subjects for a cross-cultural document design analysis. Using previous research in document design and cultural studies, I have established a grid for analyzing visual elements in the documents I have collected--full color automobile sales booklets. I analyze both high- and low-context documents against this grid. The various document design grids allow for visual representation of document design decisions in both cultures. American international technical communicators can use these grids as a starting point for addressing the cultural implications of document design for high-context audiences. The research presented in this thesis shows that high- and low-context cultures use visuals much differently. Readers, in both cultures, are persuaded differently by visual elements. By exploring and analyzing the use of visuals such as photos, diagrams, line drawings, and the way both cultures use visuals to approach their audiences, this thesis attempts to present an explanation of visuals in high-context cultures that will aid American technical writers who design documents for international audiences. This thesis uses Japanese cultural analysis and Japanese design theories to explain high-context design decisions applied to Japanese documents.
Show less
-
Date Issued
-
2005
-
Identifier
-
CFE0000372, ucf:46336
-
Format
-
Document (PDF)
-
PURL
-
http://purl.flvc.org/ucf/fd/CFE0000372
Pages