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Recognition of a Virtual Maze Scene Using Simulated Prosthetic Vision

机译:使用模拟假体视觉识别虚拟迷宫场景

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摘要

A real-time psychological physics experimental platform was built to aid in discovering the best real-time image processing strategy for the limited number of electrodes, and in providing the most useful prosthetic implant visual information. A number of maze pathfinder tasks were performed at low resolution to simulate use by blind individuals in performing daily visual activities. In this study, simple (5 rows x 5 columns), medium (8 x 8), and complex (11 x 11) maze models were created in 3DMAX. The models were constructed by using Unity to build virtual scenes for real-time pixel processing, including binarization, color inversion, and matching to templates with three different resolutions (16 x 16, 24 x 24, 32 x 32). Subjects completed maze pathfinding tasks using 45 degrees and 60 degrees views of the labyrinth at the 32 x 32 resolution to determine the optimal viewing angle. The time required to find the maze entrance and complete the maze were analyzed along with the rate of maze completion (accuracy) at various resolutions. In the first experiment, the average time required to find the entrance and the average maze pathfinding duration were significantly longer at 60 degrees. Therefore, the 45 degrees view provided the best perspective. In the second experiment, the angle was fixed to 45 degrees. As the maze difficulty increased, the average time needed to find the maze entrance decreased, but the average time required to complete the maze increased. When the difficulty of the maze was fixed, the time required to find the maze entrance and solve the maze decreased when the resolution increased. The accuracy with which the maze path was identified increased as well. The average maze pathfinding time at 24 x 24 was significantly less than at 16 x 16. A similar trend was observed when the average maze pathfinding times at 32 x 32 and 24 x 24 were compared. At 32 x 32, the average pathfinding accuracy was 100%. This indicates that 32 x 32 is an effective resolution for maze pathfinding.
机译:建立实时心理物理实验平台,以帮助发现有限数量的电极的最佳实时图像处理策略,以及提供最有用的假肢植入物视觉信息。在低分辨率下进行许多迷宫探路机任务,以模拟盲人在执行日常视觉活动时使用。在本研究中,简单(5行x 5列),介质(8 x 8)和复杂(11 x 11)迷宫模型是在3dmax中创建的。通过使用单位构建模型来构建用于实时像素处理的虚拟场景,包括二值化,颜色反转和与具有三个不同分辨率的模板(16 x 16,24 x 24,32 x 32)匹配。受试者在32×32分辨率下完成了45度和60度视图的迷宫路径特性任务,以确定最佳观察角度。分析了查找迷宫入口和完成迷宫所需的时间以及各种分辨率的迷宫完成速度(精度)。在第一个实验中,找到入口的平均时间和平均迷宫分区持续时间的平均时间在60度下明显更长。因此,45度视图提供了最佳视角。在第二个实验中,该角度固定到45度。随着迷宫难度的增加,找到迷宫入口所需的平均时间减少,但完成迷宫所需的平均时间增加。当迷宫的难度固定时,当分辨率增加时,找到迷宫入口和解决迷宫所需的时间降低。鉴定迷宫路径的准确性也增加。在24×24处的平均迷宫路径凝固时间明显小于16×16.当比较32×32和24×24的平均迷宫粉末粉底粉末时观察到类似的趋势。在32 x 32处,平均路径夹合精度为100%。这表明32 x 32是迷宫路径突出的有效分辨率。

著录项

  • 来源
    《Artificial Organs》 |2018年第5期|共9页
  • 作者单位

    Inner Mongolia Univ Sci &

    Technol Sch Informat Engn Baotou Inner Mongolia Peoples R China;

    Inner Mongolia Univ Sci &

    Technol Sch Informat Engn Baotou Inner Mongolia Peoples R China;

    Inner Mongolia Univ Sci &

    Technol Sch Informat Engn Baotou Inner Mongolia Peoples R China;

    Inner Mongolia Univ Sci &

    Technol Sch Informat Engn Baotou Inner Mongolia Peoples R China;

    Inner Mongolia Univ Sci &

    Technol Sch Informat Engn Baotou Inner Mongolia Peoples R China;

    Inner Mongolia Univ Sci &

    Technol Sch Informat Engn Baotou Inner Mongolia Peoples R China;

  • 收录信息
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 器官移植术;
  • 关键词

    Prosthetic vision; Simulation; Real-time; Virtual scene; Different perspective; Maze pathfinding;

    机译:假肢;模拟;实时;虚拟场景;不同的观点;迷宫路径;

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