Topic Review
Vision-Based Autonomous Vehicle Systems
Autonomous vehicle systems (AVS) have advanced at an exponential rate, particularly due to improvements in artificial intelligence, which have had a significant impact on social as well as road safety and the future of transportation systems. Deep learning is fast becoming a successful alternative approach for perception-based AVS as it reduces both cost and dependency on sensor fusion.
  • 830
  • 12 Jul 2022
Topic Review
Vision-Autocorrect
The last two years have seen a rapid rise in the duration of time that both adults and children spend on screens, driven by the recent COVID-19 health pandemic. A key adverse effect is digital eye strain (DES). Recent trends in human-computer interaction and user experience have proposed voice or gesture-guided designs that present more effective and less intrusive automated solutions. These approaches inspired the design of a solution that uses facial expression recognition (FER) techniques to detect DES and autonomously adapt the application to enhance the user’s experience.
  • 274
  • 23 Nov 2023
Topic Review
Vision Systems for Fruit and Vegetable Classification
Citrus fruits are the second most important crop worldwide. One of the most important tasks is sorting, which involves manually separating the fruit based on its degree of maturity, and in many cases, involves a task carried out manually by human operators. A machine vision-based citrus sorting system can replace labor work for the inspection of fruit sorting.
  • 271
  • 21 Sep 2023
Topic Review
Visi On
VisiCorp Visi On was a short-lived but influential graphical user interface-based operating environment program for IBM compatible personal computers running MS-DOS. Although Visi On was never popular, as it had steep minimum system requirements for its day, it was a major influence on the later development of Microsoft Windows.
  • 439
  • 30 Nov 2022
Topic Review
Virtual Synchrony
Virtual synchrony is an interprocess message passing (sometimes called ordered, reliable multicast) technology. Virtual synchrony systems allow programs running in a network to organize themselves into process groups, and to send messages to groups (as opposed to sending them to specific processes). Each message is delivered to all the group members, in the identical order, and this is true even when two messages are transmitted simultaneously by different senders. Application design and implementation is greatly simplified by this property: every group member sees the same events (group membership changes and incoming messages) in the same order. A virtually synchronous service is typically implemented using a style of programming called state machine replication, in which a service is first implemented using a single program that receives inputs from clients through some form of remote message passing infrastructure, then enters a new state and responds in a deterministic manner. The initial implementation is then transformed so that multiple instances of the program can be launched on different machines, using a virtually synchronous message passing system to replicate the incoming messages over the members. The replicas will see the same events in the same order, and are in the same states, hence they will make the same state transitions and remain in a consistent state. The replication of the service provides a form of fault-tolerance: if a replica fails (by crashing), the others remain and can continue to provide responses. Different members of the replica group can also be programmed to subdivide the workload, typically by using the group membership to determine their respective roles. This permits a group of N members to run as much as N times faster than a single member, or to handle N times as many requests, while continuing to offer fault-tolerance in the event of a crash. Virtual synchrony is distinguished from classical state machine replication because the model includes features whereby a programmer can request early (optimistic) delivery of messages, or relaxed forms of ordering. When used appropriately, these features can enable substantial speedup. However, the programmer needs to be sure that the relaxation of guarantees will not compromise correctness. For example, in a service that uses locking to protect concurrently updated data, the messaging system can be instructed to use an inexpensive form of message ordering, in which the messaging system respects the ordering in which individual senders send messages (FIFO guarantee) but does not attempt to impose an agreed order if messages are sent concurrently by different senders. Provided that the sender indeed held locks on the data, it can be shown that FIFO ordering suffices for correctness. The benefit is that FIFO ordering is much less costly to implement than total ordering for concurrent messages. To give another example, by delivering messages optimistically, virtual synchrony systems can outperform the Paxos that is normally required for implementation of state machine replication: Paxos normally requires a 2-phase protocol, whereas optimistic virtual synchrony protocols can deliver messages immediately upon their arrival. However, this could result in a violation of the safety property of the state machine replication model. To prevent such problems, the programmer who uses this feature is required to invoke a primitive called flush, which delays the caller until any optimistically delivered messages have reached all of the group members. Provided that the programmer understands this behavior and is careful to call flush before interacting with external clients or persistent storage, higher performance can be achieved without loss of safety. The flexibility associated with these limited forms of event reordering and optimistic early delivery permit virtual synchrony platforms to achieve extremely high data rates while still preserving very strong fault-tolerance and consistency guarantees.
  • 1.1K
  • 01 Dec 2022
Topic Review
Virtual Reality Technologies Supporting Screening Oculomotor Problems
Oculomotor dysfunctions (OMDs) are problems relating to coordination and accuracy of eye movements for processing visual information. Eye-tracking (ET) technologies show great promise in the identification of OMDs. Virtual Reality (VR) and ET technologies emerged in the field of vision science, integrating built-in eye trackers into head-mounted displays (HMDs). Therefore, today, VR has the potential to be an effective tool in complementing the treatment of a variety of vision disorders requiring ET technologies for identification or treatment, e.g., treating amblyopia and convergence insufficiency.
  • 253
  • 25 Jul 2023
Topic Review
Virtual Reality in the Rehabilitation
Over the past two decades, virtual reality technology (VRT)-based rehabilitation has been increasingly examined and applied to assist patient recovery in the physical and cognitive domains. The advantages of the use of VRT in the neurorehabilitation field consist of the possibility of training an impaired function as a way to stimulate neuron reorganization (to maximize motor learning and neuroplasticity) and restoring and regaining functions and abilities by interacting with a safe and nonthreatening yet realistic virtual reality environment (VRE). Furthermore, VREs can be tailored to patient needs and provide personalized feedback on performance. VREs may also support cognitive training and increases patient motivation and enjoyment. Despite these potential advantages, there are inconclusive data about the usefulness of VRT in neurorehabilitation settings, and some issues on feasibility and safety remain to be ascertained for some neurological populations.
  • 806
  • 07 May 2021
Topic Review
Virtual Reality Games in Cultural Heritage
The use of Virtual Reality (VR) games in cultural heritage has been growing. VR Games have increasingly found their way into museums and exhibitions, highlighting the increasing cultural value associated with games and the institutionalization of game culture. VR appears to be a very promising technology in facilitating experiences in the field. It offers significant results concerning the types of technologies used, the types of games used, as well as the different types of experiences for the user. Usage of VR games in the cultural heritage area is associated with multiple learning gains, increased visit motivation, and dynamic engagement.
  • 1.4K
  • 07 Nov 2022
Topic Review
Virtual Reality for Addressing Depression and Anxiety
Virtual reality is an emerging field in mental health and has gained widespread acceptance due to its potential to treat various disorders, such as anxiety and depression. 
  • 412
  • 16 May 2023
Topic Review
Virtual Reality Automotive Lab Development
A Virtual Reality application was developed to be used as an immersive virtual learning strategy for Oculus Rift S Virtual Reality glasses and through Leap Motion Controller™ infrared sensors, focused on students of the Automotive Systems Engineering academic program, as a practical teaching-learning tool in the context of Education 4.0 and the pandemic caused by COVID-19 that has kept schools closed since March 2020. The technological pillars of Industry 4.0 were used to profile students so that they can meet the demands of their professional performance at the industrial level. Virtual Reality (VR) plays a very important role for the production-engineering sector in areas such as design and autonomous cars, as well as in training and driving courses. The VR application provides the student with a more immersive and interactive experience, supported by 3D models of both the main parts that make up the four-stroke combustion engine and the mechanical workshop scenario; it allows the student to manipulate the main parts of the four-stroke combustion engine through the Oculus Rift S controls and the Leap Motion Controller™ infrared sensors, and relate them to the operation of the engine, through the animation of its operation and the additional information shown for each part that makes it up in the application. 
  • 481
  • 06 Sep 2021
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