裸眼3D技术-论文外文翻译
虚拟现实应用外文翻译文献
虚拟现实应用外文翻译文献虚拟现实(Virtual Reality,简称VR)是一种利用计算机仿真技术创造的虚拟环境,能够模拟现实世界或想象中的场景,并使用户通过视觉、听觉、触觉等多种感官进行交互。
虚拟现实应用正日益受到广泛关注和应用,下面将介绍一些相关的外文翻译文献。
文献1:《Virtual Reality in Medicine》这篇文献指出虚拟现实在医学领域的应用潜力。
他们提到虚拟现实可以为医生提供沉浸式研究和培训环境,帮助医生模拟复杂的手术步骤,并提高手术技巧。
此外,虚拟现实还可以用于病人的治疗和康复,通过创造仿真环境来帮助病人恢复身体功能,缓解疼痛和焦虑。
文献2:《Virtual Reality for Mental Health: A Review of Current Applications and Future Directions》这篇文献探讨了虚拟现实在心理健康领域的应用。
研究表明虚拟现实可以用于治疗焦虑、抑郁、创伤后应激障碍等心理问题。
通过模拟恐惧情境、社交场景等,虚拟现实可以帮助患者面对和逐渐克服他们的恐惧,提高其自信心和心理承受力。
文献3:《Virtual Reality Training Improves CPR Performance》这篇文献研究了虚拟现实在心肺复苏(CPR)培训中的应用。
研究结果显示,通过虚拟现实培训,参与者的CPR技能得到了明显的提高。
虚拟现实可以模拟真实的急救环境,让受训者实践感到更加真实,提高了参与者的技能水平和临床表现。
文献4:《Virtual Reality in Education: A Tool for Learning in the Experience Age》这篇文献探讨了虚拟现实在教育领域的应用。
虚拟现实可以为学生提供沉浸式研究体验,创造丰富的教学场景和互动体验。
通过虚拟现实技术,学生可以更好地理解抽象概念,培养实际操作能力,并在研究过程中保持高度的参与度和兴趣。
裸眼3d技术原理
裸眼3d技术原理
裸眼3D技术是一种让人们可以在不使用任何额外设备的情况下观看3D图像或视频的技术。
它的原理是通过让左右眼分别看到略有不同的图像,从而在人脑中产生立体感。
裸眼3D技术的实现主要依赖于两个原理:视差和立体视觉。
视差是指当一个物体在我们的眼睛前移动时,我们的左右眼会同时获得不同的视角。
这种视差差异给我们的大脑发送了立体视觉的信号,从而让我们感觉到物体是有深度和立体感的。
利用这个视差原理,裸眼3D技术中使用了一种称为"分割屏幕"或"格栅屏幕"的显示技术。
在这种技术中,屏幕被分成了许多很小的水平条纹。
每个条纹上的像素被分成两个部分,分别给左右眼提供略有不同的图像。
当观众目光正对着这个分割屏幕时,左眼只能看到分割屏幕中的奇数栅格上的像素,而右眼只能看到偶数栅格上的像素。
通过这种方式,左右眼看到的图像是不同的,从而产生了视差效果,使观众能够感受到3D效果。
此外,为了增强3D效果,裸眼3D技术通常还会使用一种称为"视角校正"的技术。
视角校正是通过对图像进行特殊处理,使观众在不同角度观看屏幕时,仍能够获得良好的立体效果。
这种技术能够消除因观众位置不同而导致的失真问题,提供更真实的3D体验。
总的来说,裸眼3D技术通过让左右眼看到不同的图像,并结
合视差和立体视觉原理,使人们在不使用任何额外设备的情况下能够观看到逼真的3D图像或视频。
这项技术在电影、电视、游戏等娱乐领域有着广泛的应用前景。
全球26个知名裸眼3d案例赏析
裸眼3D技术是一种无需戴3D眼镜就能观看3D效果的技术,它在全球范围内备受关注和推崇。
随着技术的不断发展和应用,裸眼3D技术已经在各个领域得到了广泛的应用,例如影视制作、游戏交互、教育培训等。
在全球范围内,已经涌现出了许多知名的裸眼3D案例,这些案例不仅展示了技术的先进性,还为相关行业带来了新的发展机遇。
本文将对全球26个知名裸眼3D案例进行赏析,从不同领域和角度展现裸眼3D技术的应用和发展。
一、影视制作领域1. 《阿凡达》《阿凡达》是当今世界上最知名的裸眼3D电影之一,该片采用了先进的裸眼3D技术,在全球范围内引起了轰动。
观众不仅可以在影院中享受到震撼的裸眼3D效果,还可以感受到影片带来的沉浸式视听体验。
《阿凡达》的成功,不仅为裸眼3D技术的应用树立了典范,还为影视制作领域的裸眼3D技术应用指明了方向。
2. 《变形金刚》系列《变形金刚》系列是另一部成功应用裸眼3D技术的影视作品,这一系列电影凭借其震撼的3D画面和精彩的剧情赢得了全球观众的喜爱。
影片中使用的裸眼3D技术不仅为观众带来了身临其境的效果,还为影片的票房和口碑贡献了不少。
3. 《寻梦环游记》《寻梦环游记》是一部优秀的裸眼3D动画片,该片不仅在故事情节上充满温情,而且在视觉效果上也采用了先进的裸眼3D技术。
观众在观影时不需要戴3D眼镜,就能够感受到逼真的立体画面和动人的故事,这为裸眼3D技术在动画制作领域的应用提供了成功案例。
二、游戏交互领域1. 《刺客信条》系列《刺客信条》系列是一款知名的动作冒险游戏,该系列游戏在画面表现上采用了裸眼3D技术,为玩家带来了更加身临其境的游戏体验。
玩家在游戏中能够感受到真实的立体画面效果,这为游戏行业的裸眼3D 技术应用树立了成功范例。
2. 《只狼:影逝二度》《只狼:影逝二度》是一款备受好评的动作冒险游戏,该游戏在画面表现上使用了裸眼3D技术,为玩家带来了更加逼真的游戏世界。
游戏中的裸眼3D效果不仅提升了玩家的游戏体验,还为游戏开发者带来了更多的商业机会。
关于3d打印技术的英语作文
关于3d打印技术的英语作文3D Printing: The Future of ManufacturingThe advent of 3D printing technology has revolutionized the way we approach manufacturing, design, and even our daily lives. This innovative process, also known as additive manufacturing, involves the creation of three-dimensional objects from a digital file by laying down successive layers of material. It has the potential to transform industries from healthcare to construction, and everything in between.One of the most significant advantages of 3D printing is its ability to produce complex designs that would bedifficult or impossible to create through traditional manufacturing methods. This opens up a world of possibilities for custom-made products tailored to individual needs, whether it's a unique piece of jewelry or a specialized tool for a specific job.In the medical field, 3D printing has already made a substantial impact. It is now possible to print prosthetics that are not only more affordable than traditional ones but also more comfortable and personalized to the patient. Moreover, researchers are pioneering the use of 3D printing to create human tissue and even organs, which could potentially save countless lives.The environmental benefits of 3D printing are alsonoteworthy. Since the process uses only the exact amount of material needed for each part, it significantly reduces waste compared to traditional manufacturing techniques. This precision also means less energy consumption, as fewer resources are used in the production process.However, the technology is not without its challenges. The cost of 3D printers and the materials needed for printing can still be prohibitive for some applications. Additionally, there are concerns about intellectual property rights and the potential for 3D printing to enable the production of counterfeit goods.Despite these issues, the potential of 3D printing is immense. As the technology continues to advance and become more accessible, it is likely to play an increasingly important role in a wide range of fields. From enabling space exploration through the printing of spare parts to revolutionizing the way we create and consume products, 3D printing is a technology that truly has the power to change the world.。
介绍3d打印技术作文英文
介绍3d打印技术作文英文英文:3D printing, also known as additive manufacturing, is a revolutionary technology that has been gaining popularityin recent years. It allows for the creation of three-dimensional objects by layering materials such as plastic, metal, or ceramics. The process begins with a digital model of the object, which is then sliced into thin horizontal layers. The 3D printer then builds the object layer by layer, following the instructions from the digital model.There are several types of 3D printing technologies, including stereolithography (SLA), selective lasersintering (SLS), and fused deposition modeling (FDM). Each of these technologies has its own unique advantages and applications. For example, SLA is often used for creating highly detailed and intricate objects, while FDM is more commonly used for rapid prototyping and creating functional parts.One of the most exciting aspects of 3D printing is its versatility. It can be used to create a wide range of objects, from simple toys and household items to complex medical implants and aerospace components. For example, in the medical field, 3D printing has been used to create customized prosthetics and implants that perfectly fit the patient's anatomy. This level of customization and precision was previously impossible with traditional manufacturing methods.Another benefit of 3D printing is its ability to reduce waste and energy consumption. Traditional manufacturing processes often result in a significant amount of material waste, whereas 3D printing only uses the exact amount of material needed to create the object. Additionally, 3D printing can be more energy-efficient, especially when using sustainable and biodegradable materials.In addition to its practical applications, 3D printing has also sparked creativity and innovation in various industries. Artists and designers are using 3D printing tobring their ideas to life, creating unique sculptures, jewelry, and fashion pieces. Engineers and architects are using 3D printing to quickly prototype and test their designs, leading to faster and more efficient product development.Overall, 3D printing has the potential to revolutionize the way we design, manufacture, and consume goods. Its ability to create customized, complex, and sustainable objects makes it a powerful tool for the future.中文:3D打印技术,也被称为增材制造,是一项近年来备受关注的革命性技术。
《裸眼3D技术》课件
案例分析:某品牌手机应用裸眼3D技术
该手机品牌采用了先进的裸眼3D屏幕技术,通过特殊的显示层和透镜结构,实现了无需佩戴眼镜即可观看3D影像的效果。
硬件配置
利用人眼双视点的视觉差异,通过精确控制屏幕像素的透光和遮蔽,使得左右眼分别接收到不同的图像,从而在大脑中合成出立体的视觉效果。
显示原理
广视角
裸眼3D技术可以与用户进行交互,使用户能够与3D图像进行互动,提供更加沉浸式的体验。
交互性强
观看角度有限
由于裸眼3D技术的原理,用户需要站在特定的角度才能获得最佳的3D效果,角度偏离过大则效果不佳。
技术成熟度待提高
虽然裸眼3D技术取得了一定的进展,但整体上该技术仍处于发展阶段,成熟度有待提高录并再现物体的光波信息,实现裸眼3D显示。
详细描述
基于全息的裸眼3D技术利用全息摄影技术来记录并再现物体的光波信息,从而实现裸眼3D显示。这种技术的优点是立体效果逼真,视角范围广,但缺点是需要使用高精度的全息材料和复杂的制程工艺,且对环境光线要求较高。
通过模拟光场分布,使眼睛在不同角度都能观察到不同的画面,实现裸眼3D效果。
总结词
通过特殊设计的透镜,将图像分离为不同的视角,使双眼能够接收到不同的画面。
基于透镜的裸眼3D技术利用特殊设计的透镜(如柱状透镜、菲涅尔透镜等)来将图像分离为不同的视角,使得双眼能够接收到不同的画面,从而产生立体效果。这种技术的优点是视角范围较广,画面质量较高,但缺点是需要较大的透镜体积和较为复杂的制造工艺。
历史与文化
裸眼3D技术可以模拟真实场景,帮助学生更好地学习和掌握语言。
语言学习
03
营销活动
裸眼3D技术可以为营销活动创造独特的展示效果,提高活动的吸引力和参与度。
3D打印外文文献翻译最新译文
3D打印外文文献翻译最新译文3D XXX years。
especially in the field of industrial product design。
The manufacturing of digital product models through 3D printing has e a trend and a hot topic。
With the gradual maturity of -level 3D printing devices。
the rise of the global 3D printing market has been promoted。
According to a research report by Global Industry Analysis Inc。
the global 3D printing market XXX n by 2018.2 The ns of 3D printingThe ns of 3D XXX。
In the medical field。
3D printing has been used to create prosthetics。
implants。
XXX industry。
3D printing has been used to create XXX industry。
3D printing has been used to create unique and XXX possibilities of 3D printing seem endless。
and it is expected to XXX industries.3 The future of 3D printingThe future of 3D printing is promising。
with the potential to transform the way we XXX 3D XXX advance。
《裸眼3D技术》课件
利用人眼的视觉 差,通过特殊的 光学系统,将图 像分别投射到左 右眼,形成立体 感。
利用偏振光技术, 通过特殊的偏振 片,将图像分别 投射到左右眼, 形成立体感。
利用全息技术, 通过特殊的全息 片,将图像分别 投射到左右眼, 形成立体感。
利用光栅技术, 通过特殊的光栅 片,将图像分别 投射到左右眼, 形成立体感。
眩晕感:长时间观看可能导致眼睛 疲劳和眩晕感
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亮度降低:由于需要遮挡部分光线, 导致屏幕亮度降低
成本较高:裸眼3D技术需要特殊的 显示设备和算法,成本较高
裸眼3D技术的发 展趋势
提高分辨率和清晰度 增强3D效果和沉浸感 降低成本和功耗
提高兼容性和通用性 拓展应用场景和领域 提高安全性和可靠性
优势:无需佩戴眼镜,观看效 果更真实、更舒适
裸眼3D技术的优 缺点
ห้องสมุดไป่ตู้
视觉效果震撼:无需佩戴眼镜即可观看3D效果,带来沉浸式体验 便携性:无需携带眼镜,方便携带和使用 成本较低:相较于其他3D技术,裸眼3D技术的成本较低 应用广泛:适用于电影、游戏、广告等多个领域
观看角度受限:需要固定角度才能 看到3D效果
户外广告:利用裸眼3D技术,使广告内容更加生动、吸引人 室内广告:在商场、展览馆等场所,利用裸眼3D技术展示产品或服务 电视广告:在电视节目中,利用裸眼3D技术展示产品或服务 网络广告:在网络平台上,利用裸眼3D技术展示产品或服务 游戏广告:在游戏内,利用裸眼3D技术展示游戏内容或产品 电影广告:在电影放映前,利用裸眼3D技术展示电影内容或产品
裸眼3D技术
汇报人:PPT
目录
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裸眼3D技术概述
3d动画制作中英文对照外文翻译文献
3d动画制作中英文对照外文翻译文献预览说明:预览图片所展示的格式为文档的源格式展示,下载源文件没有水印,内容可编辑和复制中英文对照外文翻译文献(文档含英文原文和中文翻译)Spin: A 3D Interface for Cooperative WorkAbstract: in this paper, we present a three-dimensional user interface for synchronous co-operative work, Spin, which has been designed for multi-user synchronous real-time applications to be used in, for example, meetings and learning situations. Spin is based on a new metaphor of virtual workspace. We have designed an interface, for an office environment, which recreates the three-dimensional elements needed during a meeting and increases the user's scope of interaction. In order to accomplish these objectives, animation and three-dimensional interaction in real time are used to enhance the feeling of collaboration within the three-dimensional workspace. Spin is designed to maintain a maximum amount of information visible. The workspace is created using artificial geometry - as opposed to true three-dimensional geometry - and spatial distortion, a technique that allows all documents and information to be displayed simultaneously while centering the user's focus of attention. Users interact with each other via their respective clones, which are three-dimensional representations displayed in each user's interface, and are animated with user action on shared documents. An appropriate object manipulation system (direct manipulation, 3D devices and specific interaction metaphors) is used to point out and manipulate 3D documents.Keywords: Synchronous CSCW; CVE; Avatar; Clone; Three-dimensional interface; 3D interactionIntroductionTechnological progress has given us access to fields that previously only existed in our imaginations. Progress made in computers and in communication networks has benefited computer-supported cooperative work (CSCW), an area where many technical and human obstacles need to be overcome before it can be considered as a valid tool. We need to bear in mind the difficulties inherent in cooperative work and in the user's ability to perceive a third dimension.The Shortcomings of Two- Dimensional InterfacesCurrent WIMP (windows icon mouse pointer) office interfaces have considerable ergonomic limitations [1].(a) Two-dimensional space does not display large amounts of data adequately. When it comes to displaying massive amounts of data, 2D displays have shortcomings such as window overlap and the need for iconic representation of information [2]. Moreover, the simultaneous display of too many windows (the key symptom of Windowitis) can be stressful for users [3].(b) WIMP applications are indistinguishable from one another; leading to confusion. Window dis- play systems, be they XII or Windows, do not make the distinction between applications, con- sequently, information is displayed in identical windows regardless of the user's task.(c) 2D applications cannot provide realistic rep- resentation. Until recently, network technology only allowed for asynchronous sessions (electronic mail for example); and because the hardware being used was not powerful enough, interfaces could only use 2D representations of the workspace.Metaphors in this type of environment do not resemble the real space; consequently, it is difficult for the user to move around within a simulated 3D space.(d) 2D applications provide poor graphical user representations. As windows are indistinguish- able and there is no graphical relation between windows, it is difficult to create a visual link between users or between a user and an object when the user's behavior is been displayed [4].(e) 2D applications are not sufficiently immersive, because 2D graphical interaction is not intuitive (proprioception is not exploited) users have difficulties getting and remaining involved in the task at hand.Interfaces: New ScopeSpin is a new interface concept, based on real-time computer animation. Widespread use of 3D graphic cards for personal computers has made real-time animation possible on low-cost computers. The introduction of a new dimension (depth) changes the user's role within the interface, the use of animation is seamless and therefore lightens the user's cognitive load. With appropriate input devices, the user now has new ways of navigating in, interacting with and organizing his workspace. Since 1995, IBM has been working on RealPlaces [5], a 3D interface project. It was developed to study the convergence between business applications and virtual reality. The user environment in RealPlaces is divided into two separate spaces (Fig, 1): ? a 'world view', a 3D model which stores and organizes documents through easy object interaction;a 'work plane', a 2D view of objects with detailed interaction, (what is used in most 2D interfaces).RealPlaces allows for 3D organization of a large number ofobjects. The user can navigatethrough them, and work on a document, which can be viewed and edited in a 2D application that is displayed in the foreground of the 'world'. It solves the problem of 2D documents in a 3D world, although there is still some overlapping of objects. RealPtaces does solve some of the problems common to 2D interfaces but it is not seamless. While it introduces two different dimensions to show documents, the user still has difficulty establishing links between these two dimensions in cases where multi-user activity is being displayed. In our interface, we try to correct the shortcomings of 2D interfaces as IBM did in RealPlaces, and we go a step further, we put forward a solution for problems raised in multi-user cooperation, Spin integrates users into a virtual working place in a manner that imitates reality making cooperation through the use of 3D animation possible. Complex tasks and related data can be represented seamlessly, allowing for a more immersive experience. In this paper we discuss, in the first part, the various concepts inherent in simultaneous distant cooperative work (synchronous CSCW), representation and interaction within a 3D interface. In the second part, we describe our own interface model and how the concepts behind it were developed. We conclude with a description of the various current and impending developments directly related to the prototype and to its assessment.ConceptsWhen designing a 3D interface, several fields need to be taken into consideration. We have already mentioned real-time computer animation and computer-supported cooperative work, which are the backbone of our project. There are also certain fields of the human sciences that have directty contributed to thedevelopment of Spin. Ergon- omics [6], psychology [7] and sociology [8] have broadened our knowIedge of the way in which the user behaves within the interface, both as an individual and as a member of a group.Synchronous Cooperative WorkThe interface must support synchronous cooper- ative work. By this we mean that it must support applications where the users have to communicate in order to make decisions, exchange views or find solutions, as would be the case with tele- conferencing or learning situations. The sense of co-presence is crucial, the user needs to have an immediate feeling that he is with other people; experiments such as Hydra Units [9] and MAJIC [10] have allowed us to isolate some of the aspects that are essential to multimedia interactive meetings.Eye contact." a participant should be able to see that he is being looked at, and should be able to look at someone else. ? Gaze awareness: the user must be able to estab- fish a participant's visual focus of attention. ? Facial expressions: these provide information concerning the participants' reactions, their acquiescence, their annoyance and so on. ? GesCures. ptay an important role in pointing and in 3D interfaces which use a determined set of gestures as commands, and are also used as a means of expressing emotion.Group ActivitySpeech is far from being the sole means of expression during verbal interaction [1 1]. Gestures (voluntary or involuntary) and facial expressions contribute as much information as speech. More- over, collaborative work entails the need to identify other people's points of view as well as their actions [1 2,1 3]. This requires defining the metaphors which witl enable users involvedin collaborative work to understand what other users are doing and to interact withthem. Researchers I1 4] have defined various communication criteria for representing a user in a virtual environment. In DIVE (Distributed Interactive Virtual Environment, see Fig. 2), Benford and Fahl6n lay down rules for each characteristic and apply them to their own system [1 5]. lhey point out the advantages of using a clone (a realistic synthetic 3D representation of a human) to represent the user. With a clone, eye contact (it is possible to guide the eye movements of a clone) as well as gestures and facial expressions can be controlled; this is more difficult to accomplish with video images. tn addition to having a clone, every user must have a telepointer, which is used to designate obiects that can be seen on other users' displays.Task-Oriented InteractionUsers attending a meeting must be abte to work on one or several shared documents, it is therefore preferable to place them in a central position in the user's field of vision, this increases her feeling of participation in a collaborative task. This concept, which consists of positioning the documents so as to focus user attention, was developed in the Xerox Rooms project [1 6]; the underlying principle is to prevent windows from overlapping or becoming too numerous. This is done by classifying them according to specific tasks and placing them in virtual offices so that a singIe window is displayed at any one (given) time. The user needs to have an instance of the interface which is adapted to his role and the way he apprehends things, tn a cooperative work context, the user is physically represented in the interface and has a position relative to the other members of the group.The Conference Table Metaphor NavigationVisually displaying the separation of tasks seems logical - an open and continuous space is not suitable. The concept of 'room', in the visual and in the semantic sense, is frequently encountered in the literature. It is defined as a closed space that has been assigned a single task.A 3D representation of this 'room' is ideal because the user finds himself in a situation that he is familiar with, and the resulting interfaces are friendlier and more intuitive.Perception and Support of Shared AwarenessSome tasks entail focusing attention on a specific issue (when editing a text document) while others call for a more global view of the activity (during a discussion you need an overview of documents and actors). Over a given period, our attention shifts back and forth between these two types of activities [17]. CSCW requires each user to know what is being done, what is being changed, where and by whom. Consequently, the interface has to be able to support shared awareness. Ideally, the user would be able to see everything going on in the room at all times (an everything visible situation). Nonetheless, there are limits to the amount of information that can be simultaneously displayed on a screen. Improvements can be made by drawing on and adopting certain aspects of human perception. Namely, a field of vision with a central zone where images are extremely clear, and a peripheral vision zone, where objects are not well defined, but where movement and other types of change can be perceived.Interactive Computer AnimationInteractive computer animation allows for two things: first, the amount of information displayed can be increased, andsecond, only a small amount of this information can be made legible [18,19]. The remainder of the information continues to be displayed but is less legible (the user only has a rough view of the contents). The use of specific 3D algorithms and interactive animation to display each object enables the user visually to analyse the data quickly and correctly. The interface needs to be seamless. We want to avoid abstract breaks in the continuity of the scene, which would increase the user's cognitive load.We define navigation as changes in the user's point of view. With traditional virtual reality applica- tions, navigation also includes movement in the 3D world. Interaction, on the other hand, refers to how the user acts in the scene: the user manipulates objects without changing his overall point of view of the scene. Navigation and interaction are intrinsically linked; in order to interact with the interface the user has to be able to move within the interface. Unfortunately, the existence of a third dimension creates new problems with positioning and with user orientation; these need to be dealt with in order to avoid disorienting the user [20].Our ModelIn this section, we describe our interface model by expounding the aforementioned concepts, by defining spatial organization, and finally, by explaining how the user works and collaborates with others through the interface.Spatial OrganizationThe WorkspaceWhile certain aspects of our model are related to virtual reality, we have decided that since our model iS aimed at an office environment, the use of cumbersome helmets or gloves is not desirable. Our model's working environment is non-immersive.Frequently, immersive virtual reality environments tack precision and hinder perception: what humans need to perceive to believe in virtual worlds is out of reach of present simulation systems [26]. We try to eliminate many of the gestures linked to natural constraints, (turning pages in a book, for example) and which are not necessary during a meeting. Our workspace has been designed to resolve navigation problems by reducing the number of superfluous gestures which slow down the user. In a maI-life situation, for example, people sitting around a table could not easily read the same document at the same time. To create a simple and convenient workspace, situations are analysed and information which is not indispensable is discarded [27]. We often use interactive computer animation, but we do not abruptly suppress objects and create new icons; consequently, the user no longer has to strive to establish a mental link between two different representations of the same object. Because visual recognition decreases cognitive load, objects are seamlessly animated. We use animation to illustrate all changes in the working environment, i.e. the arrival of a new participant, the telepointer is always animated. There are two basic objects in our workspace: the actors and the artefacts. The actors are representations of the remote users or of artificial assistants. The artefacts are the applications and the interaction tools.The Conference tableThe metaphor used by the interface is the con- ference table. It corresponds to a single activity (our task-oriented interface solves the (b) shortcoming of the 2D interface, see Introduction). This activity is divided spatially and semantically into two parts. The first is asimulated panoramic view on which actors and sharedapplications are displayed. Second, within this view there is a workspace located near the center of the simulated panoramic screen, where the user can easily manipulate a specific document. The actors and the shared applications (2D and 3D) are placed side by side around the table (Fig. 4), and in the interest of comfort, there is one document or actor per 'wail'. As many applications as desired may be placed in a semi-circle so that all of the applications remain visible. The user can adjust the screen so that the focus of her attention is in the center; this type of motion resembles head- turning. The workspace is seamless and intuitive,Fig, 4. Objects placed around our virtual table.And simulates a real meeting where there are several people seated around a table. Participants joining the meeting and additional applications are on an equal footing with those already present. Our metaphor solves the (c) shortcoming of the 2D interface (see Introduction),DistortionIf the number of objects around the table increases, they become too thin to be useful. To resolve this problem we have defined a focus-of-attention zone located in the center of the screen. Documents on either side of this zone are distorted (Fig.5). Distortion is symmetrical in relation to the coordinate frame x=0. Each object is uniformly scaled with the following formula: x'=l-(1-x) '~, O<x<l< bdsfid="116" p=""></x<l<>Where is the deformation factor. When a= 1 the scene is not distorted. When all, points are drawn closer to the edge; this results in centrally positioned objects being stretched out, while those in the periphery are squeezed towards the edge. This distortion is similar to a fish-eye with only one dimension [28].By placing the main document in the centre of the screen and continuing to display all the other documents, our model simulates a human field of vision (with a central zone and a peripheral zone). By reducing the space taken up by less important objects, an 'everything perceivable' situation is obtained and, although objects on the periphery are neither legible nor clear, they are visible and all the information is available on the screen. The number of actors and documents that it is possible to place around the table depends, for the most part, on screen resolution. Our project is designed for small meetings with four people for example (three clones) and a few documents (three for example). Under these conditions, if participants are using 17-inch, 800 pixels screens all six objects are visible, and the system works.Everything VisibleWith this type of distortion, the important applications remain entirely legible, while all others are still part of the environment. When the simulated panoramic screen is reoriented, what disappears on one side immediately reappears on the other. This allows the user to have all applications visible in the interface. In CSCW it is crucial that each and every actor and artefact taking part in a task are displayed on the screen (it solves the (a) shortcoming of 2D interface, see Introduction),A Focus-of-Attention AreaWhen the workspace is distorted in this fashion, the user intuitively places the application on which she is working in the center, in the focus-of- attention area. Clone head movements correspond to changes of the participants' focus of attention area. So, each participant sees theother participants' clones and is able to perceive their headmovements. It gives users the impression of establishing eye contact and reinforces gaze awareness without the use of special devices. When a participant places a private document (one that is only visible on her own interface) in her focus in order to read it or modify it, her clone appears to be looking at the conference table.In front of the simulated panoramic screen is the workspace where the user can place (and enlarge) the applications (2D or 3D) she is working on, she can edit or manipulate them. Navigation is therefore limited to rotating the screen and zooming in on the applications in the focus-of-attention zone.ConclusionIn the future, research needs to be oriented towards clone animation, and the amount of information clones can convey about participant activity. The aim being to increase user collaboration and strengthen the feeling of shared presence. New tools that enable participants to adopt another participant's point of view or to work on another participant's document, need to be introduced. Tools should allow for direct interaction with documents and users. We will continue to develop visual metaphors that will provide more information about shared documents, who is manipulating what, and who has the right to use which documents, etc. In order to make Spin more flexible, it should integrate standards such as VRML 97, MPEG 4, and CORBA. And finally, Spin needs to be extended so that it can be used with bigger groups and more specifically in learning situations.旋转:3D界面的协同工作摘要:本文提出了一种三维用户界面的同步协同工作—旋转,它是为多用户同步实时应用程而设计,可用于例如会议和学习情况。
介绍3d打印技术作文英文
介绍3d打印技术作文英文3D printing is an amazing technology that has revolutionized the way we create objects. It allows us to bring our ideas to life in a matter of hours or even minutes. With 3D printing, we can make almost anything we can imagine, from simple toys to complex medical devices.The process of 3D printing involves creating a digital model of the object using computer-aided design (CAD) software. This model is then sent to the 3D printer, which builds the object layer by layer. The printer uses various materials, such as plastic, metal, or even food, to create the object. It's like magic!One of the great things about 3D printing is its versatility. It can be used in a wide range of industries, including manufacturing, healthcare, and even fashion. For example, in the manufacturing industry, 3D printing allows companies to quickly and cost-effectively produce prototypes and customized products. In healthcare, it hasbeen used to create personalized prosthetics and implants. And in fashion, designers have used 3D printing to create unique and avant-garde clothing and accessories.Not only is 3D printing versatile, but it is also environmentally friendly. Traditional manufacturing processes often result in a lot of waste, as materials are cut or carved away to create the desired shape. With 3D printing, there is minimal waste, as the printer only uses the exact amount of material needed. This not only reduces costs but also helps to conserve resources and reduce pollution.The possibilities with 3D printing are endless. It is a technology that is constantly evolving and improving. As the technology becomes more accessible and affordable, we can expect to see even more innovative uses for 3D printing in the future. Who knows, maybe one day we will be able to 3D print our own houses or even organs!In conclusion, 3D printing is a game-changer. It has the potential to disrupt traditional manufacturingprocesses and open up a world of possibilities. Whetherit's creating prototypes, customizing products, or pushing the boundaries of design, 3D printing is revolutionizing the way we create and innovate. So, let your imagination run wild and embrace the future of manufacturing with 3D printing!。
裸眼3D显示技术英语介绍
3D image capturing
3D camera
The 3D camera is equipped with two lenses,which be used to simulate the human eyes to capture left and right parallax image.
Data flow of 3D capturing and displaying
1. Multi-view capturing 2. Background subtraction and synthesis 3. Obtain multi-view interlacing images 4. Display left/right images
Humans see objects and have a stereoscopic impression, because that when our eyes look at a same space object , actually, the image of our left eye capture and right eye is slightly different for a certain distance between the eyes. After the two images (parallax image) are synthesized in the brain , we can grasp object threedimensional contour.
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3D image capturing
3D display screen digital data processing and system control section
裸眼3D显示技术英语介绍
Data flow of 3D capturing and displaying
1. Multi-view capturing 2. Background subtraction and synthesis 3. Obtain multi-view interlacing images 4. Display left/right images
Humans see objects and have a stereoscopic impression, because that when our eyes look at a same space object , actually, the image of our left eye capture and right eye is slightly different for a certain distance between the eyes. After the two images (parallax image) are synthesized in the brain , we can grasp object threedimensional contour.
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Naked Eye 3D Display Technology
What is naked eye 3D display technology
As a new type of imagedisplay technology, the naked eye stereoscopic display enables viewers to have a unprecedentedly vivid visual experience without wearing 3D glasses.
虚拟现实外文文献翻译最新译文资料
虚拟现实外文文献翻译最新译文资料
本文档为虚拟现实(Virtual Reality,简称VR)领域的外文文
献翻译最新译文资料。
以下是一些最新的关于虚拟现实的外文文献
翻译资料,供您参考:
1. 标题:《Virtual Reality: Past, Present, and Future》
作者:John Smith
摘要:本文回顾了虚拟现实的发展历史,介绍了目前虚拟现实
的现状,以及对未来虚拟现实的展望。
文章探讨了虚拟现实在教育、娱乐、医疗等领域的应用,并提出了一些与虚拟现实相关的挑战和
机遇。
2. 标题:《Virtual Reality and Its Impact on Society》
作者:Emily Johnson
摘要:本文探讨了虚拟现实技术对社会的影响。
文章讨论了虚
拟现实在社交互动、沉浸式体验、心理健康等方面的应用,并提出
了一些社会伦理和法律问题。
作者认为,虚拟现实将对我们的日常
生活、工作和文化产生深远影响。
3. 标题:《Virtual Reality in Education: Enhancing Learning Experiences》
作者:Sarah Davis
摘要:本文探讨了虚拟现实技术在教育领域的应用。
文章介绍
了虚拟实验室、虚拟实地考察等教育领域中的案例,并说明了虚拟
现实可以提供更加沉浸式、互动性和个性化的研究体验。
请注意,以上资料仅作为参考,具体内容和观点请以原文为准。
3d技术的优点英语作文
3d技术的优点英语作文Title: The Advantages of 3D Technology。
In the contemporary world, 3D technology has emerged as a revolutionary force, transforming various aspects of our lives. From entertainment to healthcare, architecture to education, the impact of 3D technology is profound and far-reaching. In this essay, we will explore the myriad advantages of 3D technology and how it is reshaping our world.First and foremost, 3D technology has revolutionized the entertainment industry. With the advent of 3D movies and virtual reality experiences, audiences are now immersed in captivating worlds like never before. The depth and realism offered by 3D technology enhance the viewing experience, making it more engaging and memorable. Whether it's watching a blockbuster film or playing a video game,3D technology transports us to new dimensions of entertainment.Moreover, 3D technology has revolutionized variousfields such as medicine and healthcare. Medicalprofessionals now utilize 3D imaging techniques for precise diagnosis and treatment planning. From CT scans to MRI images, 3D technology enables doctors to visualize internal organs and anatomical structures with unprecedented clarity. This not only improves the accuracy of medical proceduresbut also enhances patient outcomes, leading to better healthcare overall.In addition to healthcare, 3D technology has also made significant strides in the field of architecture and design. Architects and engineers now use 3D modeling software to create realistic renderings of buildings and structures. This allows them to visualize designs more effectively and identify any potential flaws before construction begins. Furthermore, 3D printing technology has revolutionized the manufacturing process, allowing for the rapid prototypingof products and components. This not only speeds up production but also reduces waste and costs in the long run.Another area where 3D technology has made a significant impact is in education and training. Students can now engage in immersive learning experiences through 3D simulations and virtual reality environments. Whether it's exploring the human body or conducting virtual experiments, 3D technology enables students to grasp complex concepts more easily and retain information better. Moreover, professionals in various industries can undergo realistic training scenarios through 3D simulations, improving their skills and knowledge without real-world risks.Furthermore, 3D technology has opened up new opportunities for creativity and expression. Artists and designers can now bring their visions to life with greater precision and detail through 3D modeling and animation. From creating digital sculptures to designing virtual worlds, 3D technology empowers creators to push the boundaries of their imagination. This not only enriches the artistic landscape but also fosters innovation and exploration in other fields.In conclusion, the advantages of 3D technology aremanifold and continue to expand with each passing day. From entertainment to healthcare, architecture to education, 3D technology has transformed the way we interact with the world around us. By harnessing the power of three-dimensional imaging, modeling, and printing, we can unlock new possibilities and reshape the future in ways we never thought possible. As we embrace the potential of 3D technology, we step into a world where the boundaries of imagination are limitless.。
3d打印技术英语作文
3d打印技术英语作文Title: The Advancements and Applications of 3D Printing TechnologyIntroduction:3D printing, also known as additive manufacturing, has revolutionized the way objects are created and manufactured. This technology allows for the creation of three-dimensional objects by adding successive layers of material, enabling unprecedented levels of customization and complexity. In this essay, we will explore the advancements and applications of 3D printing technology.Advancements in 3D Printing Technology:1. Materials: Initially limited to plastics, 3D printing now encompasses a wide range of materials including metals, ceramics, and even biological substances like living cells. This diversification has expanded the potential applications of 3D printing across various industries.2. Speed and Precision: Continuous improvements inprinting speed and precision have made 3D printing more efficient and accurate. High-speed printing and fine resolution enable the production of intricate designs and complex geometries with minimal errors.3. Scalability: With the development of large-scale 3D printers, it is now possible to create objects of significant size, ranging from architectural prototypes to industrial components. This scalability enhances the versatility and applicability of 3D printing technology.Applications of 3D Printing:1. Prototyping and Product Development: 3D printing allows for rapid prototyping and iteration, facilitating the design and development of new products. It enables engineers and designers to quickly test and refine concepts before mass production, reducing time-to-market and costs.2. Manufacturing and Production: In industries such as aerospace, automotive, and healthcare, 3D printing is increasingly used for manufacturing end-use parts and components. Its ability to produce complex shapes andcustomized designs on-demand offers significant advantages over traditional manufacturing methods.3. Healthcare and Biotechnology: 3D printing has revolutionized the healthcare sector by enabling the fabrication of patient-specific implants, prosthetics, and surgical guides. It also plays a vital role in tissue engineering and regenerative medicine, allowing for the creation of bio-printed organs and tissues for transplantation.4. Education and Research: 3D printing is widely utilized in educational institutions and research laboratories for teaching, experimentation, and innovation. It provides students and researchers with hands-on experience in design and fabrication, fostering creativity and problem-solving skills.Conclusion:In conclusion, 3D printing technology has witnessed remarkable advancements and found diverse applications across various industries. From rapid prototyping to customized manufacturing and healthcare innovations, the potential of 3Dprinting continues to expand, driving innovation and transforming the way we create, design, and manufacture objects. As further advancements are made, 3D printing is poised to revolutionize even more industries and sectors in the future.。
裸眼3D技术-论文外文翻译--新式裸眼3D技术可应用于OLED屏幕
附录New Glasses-Free 3-D Approach Could Work on Thin, Flexible Displays3D television was heralded as the breakthrough technology of the 2010 Consumer Electronics Show. Hot on the heels of James Cameron‟s eye-opening Avatar, 3D HDTVs were everywhere on the show floor.One year later, at CES 2011, 3D was back again — this time iterating. We saw bigger 3D HDTVs, 3D displays that didn‟t require special glasses, and camcorders that captured 3D content.But where is 3D now? It‟s certainly not showing up big on ou r CES 2012 radar, and now looks like over-hyped technology in hindsight — especially to those of us who always thought 3D‟s natural home was in the movie theater, not the living room.Indeed, a variety of obstacles —high prices, a lack of 3D content, and uncomfortable viewing experiences — have kept 3D TV adoption in the single digits nationwide. Manufacturers and content providers are working to address these issues, but one has to wonder if 3D was nothing but a flash in the CES pan — a technology story rather than anything consumers actually wanted.In 2010, consumers purchased a paltry 1.1 million 3D TV units, and although sales have grown in the two years since, the widespread 3D fervor that TV manufacturers were anticipating never took root.According to a January Display Search report, just more than 23 million 3D TVs were shipped in 2011 worldwide, with only 3.6 million shipped in the U.S.Display Search analyst Paul Gagnon says that U.S. household penetration for 3D TVs is at about 3 percent. “To be fair, 3D TVs have only been available for sale in a significant way for about 18 months, so that‟s why the penetration is so low,” Gagnonsays. “That said, it‟s still lower than what many in the industry had hoped for.”Markets like China and western Europe are seeing far more enthusiasm for 3D TV than in North America, but worldwide adoption is still likely less than 2 percent.So what‟s to blame?The content, for one.“We have disappointed our audience multiple times now, and because of that I think there is genuine distrust — whereas a year and a half ago, there was genuine excitement, enthusiasm and reward for the first group of 3D films that actually delivered a quality experience,” Dreamworks animation chief Jeffrey Katzenberg said in an interview with The Hollywood Reporter.After Avatar, a string of unsuccessful, rushed-to-market 3D flicks —we‟re looking at you, Clash of the Titans —zoomed to theaters hoping to cash in on the craze. Moviegoers were left with a bad taste in their mouths (and oftentimes headaches, too, as 3D viewing can cause eyestrain). Since then, better-quality 3D films like Tron: Legacy, and, more recently, Tin Tin and Hugo, have tried to improve 3D‟s image. Meanwhile, small-screen content providers have branched out to provide live and on-demand 3D offerings.Currently, there are 55 3D channels worldwide, including ESPN 3-D. Another 35 channels offer 3D content on-demand.If content and a disillusioned audience are the biggest problem, that‟s bad news for manufacturers: They have zero control over the content side of the equation.To this end, 3D TV manufacturers are doing whatever they can to make the 3D viewing experience as pleasing and trouble-free as possible. This includes doing away with uncomfortable, unattractive 3D glasses, which have also been cited in studies as barriers to consumer adoption. LG, for one, has announced it‟s making 3D glasses that arelighter and more stylish.But even handsome 3D specs can‟t mitigate the headaches and fatigue suffered by some viewers of 3D content, or the high prices of 3D TVs.So, yes, 3D TVs are expensive. And they can cause headaches. And they aren‟t supported by a lot of quality content. All of which begs the question: Who‟s buying these things at all?The existing sales, however paltry, can be attributed to consumer desire to purchase high-end TVs. Consumers don‟t really want 3D specifically, but if they want that priciest, top-of-the-line unit, they‟ll receive 3D capability whether they like it or not. “Sometimes consumers are even una ware [that they're getting a 3D set] at the time of purchase,” Futuresource Consulting‟s Fiona Hoy said.Whatever the reason for purchase, the most recent studies indicate consumers are slowly warming up to 3D. An October report from the Digital Entertainment Group found that the majority of 3D TV owners say the experience is positive: 88 percent of those surveyed rated 3D picture quality positively, and 85 percent of those 3D TV owners prefer to watch more than half of their programming in 3D.As prices come down, more content becomes available, and 3D glasses improve (or are replaced by glasses-free technology), 3D TV adoption will only increase. Whether we reach the near 50 percent adoption rates that have been projected for 2014 and 2015 is yet to be seen. But whether you like it or not, 3D does not appear to be in its death throes just yet.Yes, we‟ll see new 3D displays and accessories at CES next week, but you can rest assured the manufacturers‟ over-reaching hype campaigns are over.Three-dimensional television and the like got a major marketing push nearly two years ago from the consumer electronics and entertainment industries, yet the technology still has major limitations. Whereas glasses-free 3-D on television screens and computer monitors is seen as crucial to generating widespread interest in newconsumer electronics, for the most part, viewers still need to wear glasses to experience stereoscopic 3-D images, although glasses-free TVs are starting to hit in Japan.The use of 3-D sans specs has been much more successful in smaller screens such as smartphones and portable gaming devices. But these LCDs must be backlit to work properly—which can be a big battery drain and limits how small the gadgets can be made.Now a team of researchers in South Korea is developing an approach to autostereoscopic 3-D using tiny prisms that would enable viewers to see three-dimensional images without glasses on organic light-emitting-diode (OLED) screens. Because OLEDs do not need to be backlit—they get their lighting from organic compounds that emit light in response to electric current—they can be thinner, lighter and more flexible than LCDs. The innovation is detailed in a paper published in the August 30 issue of Nature Communications. (Scientific American is part of Nature Publishing Group.)The researchers—from Seoul National University, Act Company and Minuta Technology—used an array of microscale prisms placed on a screen to create a filter that guides light directionally. Using such a prism array—which the researchers refer to as a lucius prism after the Latin word meaning "shining and bright"—they were able to display an object on the screen that could be seen only when viewed from a particular angle. They were also able to manipulate light intensity such that two distinctly different images could be shown from the same screen—one to a viewer's left eye and a second image to the right eye. Seeing the two images together creates a sense of depth that the brain perceives as 3-D, without the help of special eyeglass lenses. (Click here to see an interactive graphic illustrating the principle of autostereoscopic display created by New York University computer science professorKen Perlin.)The lucius prism array described in the paper is a four-centimeter square, yet the researchers estimate the size could be enlarged to that of a smartphone screen or even a video monitor. The prism array was made from photocurable polyurethane acrylate (PUA), although any kind of transparent polymer could be used, says Hyunsik Yoon, a professor at Seoul National University's School of Chemical and Biological Engineering in South Korea and a researcher on the project.Another approach to glasses-free 3-D has been to generate 3-D holograms. Researchers at the University of Arizona's College of Optical Sciences (OSC) in Tucson, Ariz., last year reported developing technology that can write and rewrite such holograms onto a photorefractive polymer every two seconds using a laser. Whereas fluid motion via such holographic images remains elusive, OSC's pulsed laser can write information into an array of holographic pixels, or hogels, that convey three-dimensional depth by showing different sides of the object depending on the viewer's angle to the hologram. It can be used to provide full parallax—viewers can move not only from side to side but also up and down to see different perspectives, according to Nasser Peyghambarian, chair of photonics and lasers at OSC.Yoon notes the distinction between his work and that of OSC: "The work done by Peyghambarian is about the hologram-type autostereoscopic 3-D display. Although it could be the ultimate goal of 3-D displays, our optical film can be used and is applicable for commercialized LCD and OLED devices by just putting the film on the display panel." The 3-D display's resolution can be improved by shadow mask technology already developed in the OLED industry to deposit materials on selective areas, Yoon adds. One criticism of shadow mask evaporation, however, is that it does not scale well to large-size screens and is not conducive to high-volume manufacturing, although this is not likely an issue yet for Yoon and his colleagues(pdf).In addition to research done by Yoon and OSC, 3M's Optical Systems Division announced in 2009 that it had developed a 3-D optical film for handheld devices that enabled autostereoscopic 3-D viewing on mobile phone, gaming and other handheld devices without the need for glasses. Seoul National University's work differs from 3M's in that the 3M film cannot be used for OLED devices, which have no backlight unit, Yoon says.Smartphone makers are already bringing 3-D handsets to market worldwide. The HTC EVO 3D and LG Optimus 3D feature 11-centimeter displays that use parallax barrier screens to provide a 3-D effect. Such a screen is made with precision slits that allow each eye to see a different set of pixels. When placed in front of an LCD, the screen creates a sense of depth using the parallax effect (each eye views an object from a slightly different angle). Unfortunately, this approach requires the viewer to look at the screen at a very specific angle in order to experience the 3-D effect.Microsoft is developing glasses-free 3D technology that follows viewers‟ movements and projects images directly into their eyes.Exis ting 3D screens that do not require glasses, including Nintendo‟s recently launched 3DS handheld console, can only be viewed from specific angles.But the new technology from Microsoft‟s Applied Sciences Group in California uses cameras to track viewers‟ p ositions and alter the angle of projection. Sending different images to viewers‟ right and left eyes creates the 3D effect.‘The technology is scalable and applicable to all device sizes from mobile phones to laptops to large walls,‟ Stevie Bathiche, the group‟s research director, told The Engineer. …The approach stays low cost even on very big screens.‟The system uses a wedge-shaped lens to steer light from movable light-emitting diodes (LEDs) to the viewers‟ eyes. Light enters at the thinner, bottom end of the lensand bounces around until reaching the desired angle and emerging from the front of the lens.A camera at the bottom of the lens tracks the viewers by collecting light coming the other way through the lens and the angle of the LEDs changes to correspond to the viewers‟ movements.The system can support two viewers watching 3D images or four viewers watching ordinary video. As the lens is so thin (between 6mm and 11mm), it could be used to replace the backlight of an LCD TV.‘We have demonstrated various applications of the technology in the laboratory but have not built a full product prototype,‟ said Bathiche. …Simpler applications of the technology could reach the market sooner, but applications offering altogether new levels of functionality wi ll take longer.‟High-volume production and image quality are the biggest challenges facing the team, he added. …The optical components in cameras and DVD players are tiny, while our optics have to be the size of the screen yet cost much less than the optics in a screen-sized telescope.‘It‟s not as big a step as it may sound because off-the-shelf transparent plastic sheet already has surprisingly high quality, but getting the shape just right without losing the transparency is more challenging than the moulding of conventional opaque plastics.‟译文:新式裸眼3D技术可应用于OLED屏幕3D电视,曾作为科技上的重大突破技术出现在2010年国际消费电子展(CES)上。
3d打印技术介绍英语作文
3d打印技术介绍英语作文3D printing technology is a revolutionary way to create objects layer by layer using a digital file. It has the potential to transform various industries, from manufacturing to healthcare.The process of 3D printing starts with a digital design of the object. This design is then sliced into thin layers, which are sent to the 3D printer. The printer then builds the object layer by layer, using materials such as plastic, metal, or even food.One of the key advantages of 3D printing is its ability to create complex geometries that traditional manufacturing methods cannot achieve. This opens up new possibilities for design and innovation.In addition to its design flexibility, 3D printing also allows for rapid prototyping and customization. This means that products can be developed and tested quickly, andindividualized products can be created easily.As 3D printing technology continues to advance, we are seeing new applications emerge in various fields. From creating prosthetic limbs to building houses, the possibilities are endless.Overall, 3D printing is a game-changing technology that is reshaping the way we think about manufacturing and design. Its potential to disrupt traditional industries and create new opportunities is truly exciting.。
3d打印技术英语介绍作文
3d打印技术英语介绍作文3D printing technology, also known as additive manufacturing, is a revolutionary process that allows the creation of three-dimensional objects by building them layer by layer. This technology has gained significant attention and popularity in recent years due to its wide range of applications and its potential to revolutionize various industries.The process of 3D printing begins with the creation of a digital model using computer-aided design (CAD) software. This digital model serves as a blueprint for the objectthat will be printed. The CAD software allows users to create intricate and complex designs that would bedifficult or impossible to produce using traditional manufacturing methods.Once the digital model is ready, it is sent to a 3D printer. The 3D printer reads the digital model and starts the printing process. The printer uses various materials,such as plastics, metals, ceramics, or even living cells, to build the object layer by layer. The materials are deposited in precise locations according to theinstructions provided by the digital model.There are several different types of 3D printing technologies, each with its own advantages and limitations. Some of the most commonly used technologies include:1. Fused Deposition Modeling (FDM): This is the most widely used 3D printing technology. It works by melting a thermoplastic material and extruding it through a nozzle. The material solidifies quickly, forming the desired shape.2. Stereolithography (SLA): This technology uses a liquid resin that is cured by a laser or ultraviolet light. The resin hardens layer by layer, creating the object.3. Selective Laser Sintering (SLS): In this process, a laser selectively fuses powdered materials, such asplastics or metals, to create the object.4. Digital Light Processing (DLP): Similar to SLA, DLP uses a liquid resin that is cured by a digital light projector. The projector exposes the entire layer at once, speeding up the printing process.The applications of 3D printing technology are vast and diverse. In the field of manufacturing, it allows for rapid prototyping, enabling designers to quickly test and refine their ideas. It also enables the production of customized and personalized products, such as prosthetics, dental implants, and even clothing.In the medical field, 3D printing has revolutionized the way medical devices are produced. Surgeons can now create patient-specific models to plan complex surgeries, reducing the risk and improving outcomes. 3D printing has also been used to create artificial organs, such as hearts and kidneys, using a patient's own cells, potentially solving the organ shortage problem.The aerospace industry has also embraced 3D printing technology. It allows for the production of lightweight andcomplex parts, reducing the weight of aircraft and improving fuel efficiency. NASA has even used 3D printing to produce rocket engine components, reducing the cost and time required for manufacturing.The automotive industry has also benefited from 3D printing. It allows for the production of customized and lightweight parts, improving performance and fuel efficiency. It also enables the production of spare parts on-demand, reducing inventory costs and improving supply chain efficiency.In the field of architecture and construction, 3D printing has the potential to revolutionize the way buildings are designed and constructed. It allows for the creation of complex and intricate structures that would be difficult or impossible to achieve using traditional construction methods. 3D printing can also reduce waste and construction time, making it a more sustainable and cost-effective solution.Despite its numerous advantages, 3D printing technologyalso faces challenges and limitations. The cost of 3D printers and materials can be prohibitively high for some applications. The speed of printing is also a limitation, as it can take hours or even days to produce a complex object. Additionally, the quality and strength of 3D-printed objects may not be on par with traditionally manufactured objects.In conclusion, 3D printing technology is arevolutionary process that has the potential to transform various industries. It allows for the creation of complex and customized objects with unprecedented speed and efficiency. As the technology continues to evolve and become more accessible, we can expect to see even more innovative applications and advancements in the field of 3D printing.。
裸眼3D技术范文
裸眼3D技术范文导语:随着科技的快速开展,3D电视已经不是什么稀奇的东西了,可是裸眼3D却是引起了人们的关注,这是为什么呢?本文就为大家科普什么是裸眼3D技术。
3D平板电视需要3D眼镜绝对会是3D电视普及的一个障碍,因此裸眼3D技术成为众多厂商的一个开发重点。
“裸眼‘3D电视’是组合目前我们拥有的面板技术和引擎技术实现的。
虽然是技术导向型产品,不过还是希望在消费市场上一决胜负”。
东芝于xx年12月下旬就上市了可裸眼观看三维(3D)影像的液晶电视“Glass-LessREGZAGL1”。
东芝将上市的是画面尺寸为20英寸和12英寸的两款产品。
市场预估价格方面,20英寸产品为24万日元左右,12英寸产品为12万日元左右,采用了较低的定价。
“为获得一定销量,进行了战略性定价”(大角)。
预计销售目标为每月1000台。
为使裸眼3D电视早日投产,东芝采用了不同于需要使用专用眼镜的“CELLREGZA”3D液晶电视的技术。
在裸眼观看3D影像显示方面,采用在液晶面板前方配置双凸透镜的“全景图像(IntegralImaging)方式”。
液晶面板是与东芝的集团公司——东芝移动显示器共同开发的。
液晶面板的1个像素相当于通常二维(2D)影像的9个像素。
采用了将RGB三色子像素沿纵向配置,然后将其沿9视差横向排列的特殊像素排列方式。
通过这些措施,在左右15度的视角范围内,“能够观看到既有锐度又很少有干预条纹的3D影像”。
显示3D影像时,20英寸产品的像素数为1280×720(总像素为829万4400),12英寸产品的像素数为466×350(总像素为147万)。
由于显示2D影像时,1个像素的9视差上都被分配到相同影像,所以影像的精细度极高。
显示影像的内容方面,通过图像处理,可将已有的2D影像和3D影像(左眼和右眼的两视差)转换为9视差影像。
20英寸产品上配备了微处理器“CellBroadbandEngine”和基于多视差转换用LSI的图像处理电路。
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New Glasses-Free 3-D Approach Could Work on Thin, Flexible Displays新式3D眼镜变得透薄柔性3D television was heralded as the breakthrough technology of the 2010 Consumer Electronics Show. Hot on the heels of James Cameron’s eye-opening Avatar, 3D HDTVs were everywhere on the show floor.3D电视被誉为2010消费电子展的突破性的技术。
当年詹姆斯·卡梅隆的《阿凡达》令人大开眼界,掀起3D热潮,3D电视在展会上随处可见。
One year later, at CES 2011, 3D was back again — this time iterating. We saw bigger 3D HDTVs, 3D displays that didn’t require special glasses, and camcorders that captured 3D content.一年后,在CES 2011上,3D又回来了-这一次我们看到更大的3D电视,3D 显示器,不需要特殊的眼镜,和3D摄像机拍摄。
But where is 3D now? It’s certainly not showing up big on our CES 2012 radar, and now looks like over-hyped technology in hindsight — especially to those of us who always though t 3D’s natural home was in the movie theater, not the living room.但是现在的3D展现在哪里?至少在CES 2012上,并没太多亮点。
人们似乎开始察觉到,3D技术也许被过分追捧。
有些人认为,3D技术源生适合于影院而非客厅,更加不看好3D电视技术。
Indeed, a variety of obstacles —high prices, a lack of 3D content, and uncomfortable viewing experiences — have kept 3D TV adoption in the single digits nationwide. Manufacturers and content providers are working to address these issues, but one has to wonder if 3D was nothing but a flash in the CES pan — a technology story rather than anything consumers actually wanted.事实上,有许多因素导致3D电视销售不好-价格太高、内容缺乏、体验较差等等。
虽然厂商和电视制作人正努力解决这些问题,但人们不得不怀疑,3D 电视是否是用户真正的需要,抑或只是科技史上的传说、CES展厅的昙花一现呢?In 2010, consumers purchased a paltry 1.1 million 3D TV units, and although sales have grown in the two years since, the widespread 3D fervor that TV manufacturers were anticipating never took root.2010年,消费者购买仅了110万3D电视设备,虽然近两年这个数目有所增长,但TV开发商们已然后悔进入3D电视市场。
According to a January Display Search report, just more than 23 million 3D TVs were shipped in 2011 worldwide, with only 3.6 million shipped in the U.S.根据Display Search一月份的报告显示,全球总共发货2300万3D电视设备在2011年,但只有360万是发往美国。
Display Search analyst Paul Gagnon says that U.S. household penetration for 3D TVs is at about 3 percent. “To be fair, 3D TVs have only been available for sale in a significant way for ab out 18 months, so that’s why the penetration is so low,” Gagnon says. “That said, it’s still lower than what many in the industry had hoped for.”Display Search分析师保罗Gagnon说,美国家庭普及3D电视是百分之3。
“平心而论,3D电视只出售了18个月,渗透非常低,”Gagnon说。
“也就是说,它仍然低于许多行业所希望的。
”Markets like China and western Europe are seeing far more enthusiasm for 3D TV than in North America, but worldwide adoption is still likely less than 2 percent.中国和西欧市场,对3D的热情更胜于美国北部,但在世界各地推广仍有可能低于百分之2。
So what’s to blame?那么,到底应该怨谁呢?The content, for one.电视内容难辞其咎。
“We have disappointed our audience multiple times now, and because of that Ithink there is genuine distrust — whereas a year and a half ago, there was genuine excitement, enthusiasm and reward for the first group of 3D films that actually delivered a q uality experience,” Dreamworks animation chief Jeffrey Katzenberg said in an interview with The Hollywood Reporter.“我们已经让观众失望很多次了,我觉得他们真的是失望了。
反而一两年前,3D电影有着很棒的体验,那真是观众激动、市场狂热、收获颇丰,”Jeffrey Katzenberg,梦工厂首席动画设计师接受好莱坞报道采访时这样说道。
After Avatar, a string of unsuccessful, rushed-to-market 3D flicks —we’re looking at you, Clash of the Titans — zoomed to theaters hoping to cash in on the craze. Moviegoers were left with a bad taste in their mouths (and oftentimes headaches, too, as 3D viewing can cause eyestrain). Since then, better-quality 3D films like Tron: Legacy, and, more recently, Tin Tin and Hugo, have tried to improve 3D’s image. Meanwhile, small-screen content providers have branched out to provide live and on-demand 3D offerings.阿凡达之后,一系列仓促上映、不太成功的3D小制作——就是在说你,《诸神之战》——企图能从影院狂赚一笔,观影爱好者却败兴而出(还常伴有头晕症状,3D视角容易导致视觉疲劳)。
此后,一些3D电影质量有所提高,试图改善人们对3D的印象,例如《创:战纪》和最近的《丁丁历险记》、《雨果》。
与此同时,小屏幕3D电视内容开始出现,提供3D实时和点播视频服务。
Currently, there are 55 3D channels worldwide, including ESPN 3-D. Another 35 channels offer 3D content on-demand.目前,全世界有55个3D电视频道,包括ESPN-3D。
还有35个频道提供3D节目点播。
If content and a disillusioned audience are the biggest problem, that’s bad newsfor manufacturers: They have zero control over the content side of the equation.如果电视内容和观众灰心是最大的问题,那么制造商一定会很头疼:他们没法控制电视内容。
To this end, 3D TV manufacturers are doing whatever they can to make the 3D viewing experience as pleasing and trouble-free as possible. This includes doing away with uncomfortable, unattractive 3D glasses, which have also been cited in studies as barriers to consumer adoption. LG, for one, has announced it’s making 3D glasses that arelighter and more stylish.为此,3D电视厂商极尽所能使得3D观赏体验能够轻松愉悦。