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This report presents the implementation and evaluation of a computer vision problem on a Field Programmable Gate Array (FPGA). This work is based upon [5] where the feasibility of application specific image processing algorithms on a FPGA platform have been evaluated by experimental approaches. The results and conclusions of that previous work builds the starting point for the work, described in this report. The project results show considerable improvement of previous implementations in processing performance and precision. Different algorithms for detecting Binary Large OBjects (BLOBs) more precisely have been implemented. In addition, the set of input devices for acquiring image data has been extended by a Charge-Coupled Device (CCD) camera. The main goal of the designed system is to detect BLOBs in continuous video image material and compute their center points.
This work belongs to the MI6 project from the Computer Vision research group of the University of Applied Sciences Bonn-Rhein-Sieg1 . The intent is the invention of a passive tracking device for an immersive environment to improve user interaction and system usability. Therefore the detection of the users position and orientation in relation to the projection surface is required. For a reliable estimation a robust and fast computation of the BLOB's center-points is necessary. This project has covered the development of a BLOB detection system on an Altera DE2 Development and Education Board with a Cyclone II FPGA. It detects binary spatially extended objects in image material and computes their center points. Two different sources have been applied to provide image material for the processing. First, an analog composite video input, which can be attached to any compatible video device. Second, a five megapixel CCD camera, which is attached to the DE2 board. The results are transmitted on the serial interface of the DE2 board to a PC for validation of their ground truth and further processing. The evaluation compares precision and performance gain dependent on the applied computation methods and the input device, which is providing the image material.
Reversible logic synthesis is an emerging research topic with different application areas like low-power CMOS design, quantum- and optical computing. The key motivation behind reversible logic synthesis is the optimization of the heat dissipation problem current architectures show, by reducing it to theoretically zero [2].
This contribution presents an easy to implement 3D tracking approach that works with a single standard webcam. We describe the algorithm and show that it is well suited for being used as an intuitive interaction method in 3D video games. The algorithm can detect and distinguish multiple objects in real-time and obtain their orientation and position relative to the camera. The trackable objects are equipped with planar patterns of five visual markers. By tracking (stereo) glasses worn by the user and adjusting the in-game camera's viewing frustum accordingly, the well-known immersive "screen as a window" effect can be achieved, even without the use of any special tracking equipment.
The perceived distance of self motion induced in a stationary observer by optic flow is overestimated (Redlick et al., Vis Res. 2001 41: 213). Here we assessed how different components of translational optic flow contribute to perceived distance traveled. Subjects sat on a stationary bicycle in front of a virtual reality display that extended beyond 90deg on each side. They monocularly viewed a target presented in a virtual hallway wallpapered with stripes that changed colour to prevent tracking individual stripes. Subjects then looked centrally or 30, 60 or 90° eccentrically while their view was restricted to an ellipse with faded edges (25 x 42deg) centered on their fixation. Subjects judged when they had reached the target’s remembered position. Perceptual gain (perceived/actual distance traveled) was highest when subjects were looking in a direction that depended on the simulated speed of motion. Results were modeled as the sum of separate mechanisms sensitive to radial and laminar optic flow. In our display distances were perceived as compressed. However, there was no correlation between perceptual compression and perceived speed of motion. These results suggest that visually induced self motion in virtual displays can be subject to large but predictable error.
In this contribution, we describe the activities and promotion programs installed at the Bonn-Rhein-Sieg University as an institution and at the Department of Computer Science respectively for increasing the total number of computer science students and in particular the female rate. We report about our experiences in addressing gender aspects in education and try to evaluate the outcome of our programs with respect to our equal rights for women strategy. We propose a closer look at mental self-theories enabled by E-portfolios to address also gender issues in Computer Science. Moreover, reasons are identified and discussed which may be responsible for the reduced interest in particular of female young adults to choose a computer science study program.
Zentrale Archivierung und verteilte Kommunikation digitaler Bilddaten in der Pneumokoniosevorsorge
(2010)
Pneumokoniose-Vorsorgeuntersuchungen erfordern die Befundung einer Röntgenthoraxaufnahme nach ILO-Staublungenklassifikation. Inzwischen werden die benötigten Aufnahmen bereits in großem Umfang digital angefertigt und kommuniziert. Hierdurch entstehen neue Anforderungen an verwendete Technik und Workflow-Mechanismen, um einen effizienten Ablauf von Untersuchung, Befundung und Dokumentation zu gewährleisten.