31 results on '"Asavei, Victor"'
Search Results
2. Immersive Phobia Therapy through Adaptive Virtual Reality and Biofeedback.
- Author
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Moldoveanu, Alin, Mitruț, Oana, Jinga, Nicolae, Petrescu, Cătălin, Moldoveanu, Florica, Asavei, Victor, Anghel, Ana Magdalena, and Petrescu, Livia
- Subjects
SPEECH anxiety ,PHOBIAS ,VIRTUAL reality ,VIRTUAL reality therapy ,PSYCHOTHERAPIST-patient relations ,ANXIETY disorders - Abstract
Phobias are a type of anxiety disorder characterized by severe fear of objects and situations. In recent years, virtual reality exposure therapy has emerged as a safer and more convenient method of treating phobias, with the same rate of success as classical therapy, the in vivo exposure to stimuli. Following extensive research concerning the available technologies and after studying the state of the art in the field, we developed the PhoVR (Phobia therapy through Virtual Reality) system during a 2-year long project that involved the participation of a technical university, a biology faculty, and an industry partner specialized in designing 3D applications. Our final prototype incorporates scenarios for acrophobia, claustrophobia, and fear of public speaking therapy, in which the user is required to perform gamified tasks and navigate virtual reality environments with biophysical data acquisition (electrodermal activity and heart rate), automatic anxiety level classification, biofeedback integrated into the scenes' elements, the dynamic adaptation of the virtual environments, and relaxation techniques made available at any moment. The control panel is an application dedicated to psychotherapists for managing patients' profiles and therapy sessions. The feedback obtained in a qualitative survey with subjects and psychotherapists who evaluated the prototype validated the system and provided suggestions for refinement. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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3. Flying a Quadcopter—An Audio Entertainment and Training Game for the Visually Impaired.
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Ivascu, Silviu, Moldoveanu, Florica, Moldoveanu, Alin, Morar, Anca, Tugulea, Ana-Maria, and Asavei, Victor
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PEOPLE with visual disabilities ,IMPULSE response ,VIRTUAL reality ,SOUND design ,DESIGN techniques ,AUDIO equipment - Abstract
With the increase in the number of sensory substitution devices, the engineering community is confronted with a new challenge: ensuring user training in safe virtual environments before using these devices in real-life situations. We developed a game that uses an original sonification model, which, although not specific to a certain substitution device, can be an effective means of training for orientation in space based on audio stimuli. Thus, the game is not only a means of entertainment for visually impaired (VI) people but also one of training for the use of assistive devices. The game design and audio design are original contributions by the authors. The sonification model, which is crucial for a game dedicated to visually impaired people, is described in detail, both at the user and the implementation level. For better immersion, special sound design techniques have been used, such as ambisonic recordings and impulse response (IR) recordings. The game has been improved gradually, especially the sonification model, based on users' feedback. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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4. A Framework for Learning and Rapid Implementation of Real-Time Global Illumination Methods.
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Lambru, Cristian, Moldoveanu, Florica, Morar, Anca, Asavei, Victor, and Moldoveanu, Alin
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GRAPHICAL user interfaces ,LIGHTING ,EDUCATIONAL objectives ,PHOTOREALISM ,COMPUTER graphics - Abstract
Photorealism has become a growing requirement for real-time graphics applications. Among the components needed to obtain photorealism, one of the most important is the simulation of the light transport, the result of which is called global illumination. With the growing interest in the research in this field, the need to develop a learning approach for the methods that produce real-time global illumination and a technological basis have become important topics. In this paper, we present a framework for the rapid development and testing of such methods. The framework itself does not contain their implementations, but contains a set of components that underlie them. It has been developed with a multi-pass architecture that allows the reuse of pass implementations in several technique pipelines. Moreover, this framework can be used in the process of learning real-time global illumination methods thanks to an editor with graphical user interface (GUI) that offers a rich amount of information and a set of such methods, created in the framework for demonstration purposes. We evaluated the proposed framework in two ways. First, through a comparative analysis with other frameworks, which have been created or at least can be used for educational purposes and the rapid implementation of real-time global illumination techniques. The second evaluation was made for the applicability of the framework in learning by using it as software support in the process of testing global illumination knowledge on eight participants with background in computer graphics. [ABSTRACT FROM AUTHOR]
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- 2022
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5. Reconfigurable radiofrequency electronic functions designed with 3D Smith Charts in Metal-Insulator-Transition Materials
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Muller, Andrei, Moldoveanu, Alin, Asavei, Victor, Khadar, Riyaz, Codesal, Esther Sanabria, Krammer, Anna, Fernandez-Bola��os, Montserrat, Cavalleri, Matteo, Zhang, Junrui, Casu, Emanuele, Schuler, Andreas, and Ionescu, Adrian Mihai
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FOS: Computer and information sciences ,Emerging Technologies (cs.ET) ,FOS: Physical sciences ,Computer Science - Emerging Technologies ,Applied Physics (physics.app-ph) ,Physics - Applied Physics - Abstract
Recently, the field of Metal-Insulator-Transition (MIT) materials has emerged as an unconventional solution for novel energy efficient electronic functions, such as steep slope subthermionic switches, neuromorphic hardware, reconfigurable radiofrequency functions, new types of sensors, teraherz and optoelectronic devices. Designing radiofrequency (RF) electronic circuits with a MIT material like vanadium dioxide, VO2, requires the understanding of its physics and appropriate models and tools, with predictive capability over large range of frequency (1-100GHz). Here, we develop 3D Smith charts for devices and circuits having complex frequency dependences, like the ones resulting by the use of MIT materials. The novel foundation of a 3D Smith chart involves here the geometrical fundamental notions of oriented curvature and variable homothety in order to clarify first theoretical inconsistencies in Foster and Non Foster circuits, where the driving point impedances exhibit mixed clockwise and counter-clockwise frequency dependent paths on the Smith chart as frequency increases. We show here the unique visualization capability of a 3D Smith chart, which allows to quantify orientation over variable frequency. The new 3D Smith chart is applied as a 3D multi-parameter modelling and design environment for the complex case of Metal-Insulator-Transition (MIT) materials where their permittivity is dependent on the frequency. In this work, we apply 3D Smith charts to on Vanadium Dioxide (VO2) reconfigurable Peano inductors. We report fabricated inductors with record quality factors using VO2 phase transition to program multiple tuning states, operating in the range 4 GHz to 10 GHz. Finally, we fabricate new Peano curves filters used to extract the frequency-dependent dielectric constant of VO2 within 1 GHz-50 GHz for the accurate design of RF electronic applications with phase change materials, 36 pages, 13 article pages, 23 supplementary pages, 5 main article figures, 32 additional figures
- Published
- 2019
6. RAPID MODELLING TECHNIQUES FOR 3D RECONSTRUCTION OF HISTORICAL BUILDINGS, FOR IMMERSIVE VIRTUAL ENVIRONMENTS.
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NAZARE, Ana-Karina, MOLDOVEANU, Alin, MOLDOVEANU, Florica, GRĂDINARU, Alexandru, BĂLUȚOIU, Maria Anca, and ASAVEI, Victor
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SHARED virtual environments ,BUILDING repair ,HISTORIC buildings ,THREE-dimensional modeling ,VIRTUAL reality ,SPACE (Architecture) ,ELECTRONIC equipment - Abstract
As we roam further into the future, digitization becomes an essential tool in thinning the barrier between the physical and cyber worlds. We grow expectations of bringing more and more of the world at our fingertips, and eventually being able to access data or experiences by the means of easily operable electronic devices. Reviving the libraries use, especially in academic context, by augmenting their spaces through Augmented Reality techniques or mirroring their spaces in Virtual Reality, eases the training of the readers in knowing and using the library, and provides a solid foundation for plenty of new collaborative experiences for readers and visitors. Additionally, the 3D reconstruction of libraries, needed for Virtual Reality, provides an opportunity to disseminate online such rich cultural spaces, and preserve their patrimonial value. This paper presents the case study of 3D reconstructing the University Central Library of Bucharest. First, we briefly present related work. Then, we analyse various reconstruction techniques. Latest hardware and software advances open a wide range of new reconstruction methods, each having advantages, costs and limitations. We discuss both automatic and manual reconstruction, and combinations of both. Next, we identify and analyse the problems to be solved for our reconstruction subject and pinpoint solutions offering fidelity, rapid reconstruction, moderate use of resources, and sufficient performance for real-time applications (including VR). Finally, we detail, through practical examples, the solutions or optimal techniques, depending on the characteristics of the part to be modelled. Together, they all form an efficient hybrid solution satisfying our objectives. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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7. The 3D Smith Chart: From Theory to Experimental Reality.
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Muller, Andrei A., Asavei, Victor, Moldoveanu, Alin, Sanabria-Codesal, Esther, Khadar, Riyaz A., Popescu, Cornel, Dascalu, Dan, and Ionescu, Adrian. M.
- Abstract
The Smith chart was primarily developed, extended, and refined by Phillip Hagar Smith [1] in a series of works published [2]-[4] between 1939 and 1969. Smith was born in Lexington, Massachusetts, in 1905. He majored in electrical communications at Tufts University and joined the Radio Research Department of Bell Telephone Laboratories (now Bell Labs) in 1928. While there, in around 1930, Smith started work on the diagram that was to become the Smith chart. He submitted the initial version to Electronics Magazine in 1937; the magazine finally published his diagram in 1939 [2]. The MIT Radiation Laboratory started using the chart. In 1940, and in 1944 Smith published a second article that incorporated further improvements, including the use of the chart with either impedance or admittance coordinates. In 1952, Smith was elevated to IEEE Fellow for his contributions to the development of antennas and the graphical analysis of transmission-line characteristics. The first issue of Microwave Journal (1958) published a biography of Smith to acknowledge the importance of his contributions. In 1969, he wrote the book Electronic Applications of the Smith Chart in Waveguide, Circuit and Component Analysis; he retired from Bell Labs in 1970. In 1975, he received the IEEE Microwave Theory and Techniques Society?s Special Recognition in Microwave Applications award for the Smith chart, and in 1994 he was elected to the New Jersey Inventors Hall of Fame. [ABSTRACT FROM AUTHOR]
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- 2020
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8. Design and Development of a Serious Game for Treating Acrophobia.
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BĂLAN, Oana, TĂEREL, Rareş-Mihai, NEDELCU, Mircea, MOLDOVEANU, Alin, ASAVEI, Victor, MORAR, Anca, and DASCĂLU, Maria-Iuliana
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ACROPHOBIA ,VIRTUAL reality in medicine ,VISUAL perception ,AUDITORY perception ,GAMES & psychology ,THERAPEUTICS - Abstract
The purpose of the SAFE-VR (System for Ameliorating Phobias based on Exposure to Virtual Reality) project is to design and implement a feasible system for treating phobias based on gradual exposure in the Virtual Reality (VR), accompanied by physiological signals monitoring (pulse, electrodermal activity and electroencephalogram (EEG) data), real-time visual feedback and automatic adaptation of the virtual environment (visual stimuli rendered via a Head Mounted Display (HMD) device and 3D audio stimuli) based on the biophysical data recorded from the user. SAFE-VR represents a substantial evolution compared to the actual systems for treating phobias and an economical approach with high perspectives, as it can be used both in the presence of a therapist under clinical surveillance and independently, for home training, on the computer and on Android devices. Exposure to Virtual Reality has the following advantages: immersion, greater diversity of environments, visual and auditory stimuli that are easily controllable by the therapist, safer environment, accessibility and flexibility in adapting the virtual world to the user's needs and preferences. Monitoring the physiological signals will add the advantages of behavioural-cognitive therapy, by assuming user's reactions and controlling them. In this way, the patient can understand his attitude towards the object that produces fear and work on dealing with it. The user is required to play a game with quests and tasks of various difficulties. For this, we have designed two realistic scenes rendered through a Head Mounted Display (a HTC Vive device) - a mountain landscape with cliffs, highlands and slopes during summer and winter time. This paper presents the development and design of the game and the structure of scenes. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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9. Extended Capabilities of the 3-D Smith Chart With Group Delay and Resonator Quality Factor.
- Author
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Muller, Andrei A., Sanabria-Codesal, Esther, Moldoveanu, Alin, Asavei, Victor, and Lucyszyn, Stepan
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COMPUTER-aided design ,QUALITY factor ,SMITH charts ,RESONATORS ,SCATTERING parameters (Computer networks) ,MICROWAVE circuits - Abstract
This paper extends the capabilities of the 3-D Smith chart for representing positive and negative differential-phase group delay and the associated loaded resonator quality factor, displayed simultaneously with scattering (S)-parameters. Here, mathematical concepts, inspired from elementary differential geometry and topology, are used to implement 3-D projections. It is shown that a condition for a circuit to exploit negative differential-phase group delay is that its S-parameter winding number should be ≥ 0 (relative to its origin). Finally, exemplar network responses that exhibit both positive and negative differential-phase group delay and loaded resonator quality factor are shown with the 3-D Smith chart. The convenience of being able to simultaneously display a wider range of parameters on one visualization platform, with the 3-D Smith chart, may help to speed-up the design and analysis of microwave circuits by the user. [ABSTRACT FROM PUBLISHER]
- Published
- 2017
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10. HEALTH-RELATED IMPACT, ADVANTAGES AND DISADVANTAGES OF ICT USE IN EDUCATION, COMPARED TO THEIR ABSENCE IN THE PAST.
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HARUTYUNYAN, Paruyr, MOLDOVEANU, Alin, MOLDOVEANU, Florica, and ASAVEI, Victor
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INFORMATION & communication technologies ,MOBILE communication systems ,TECHNOLOGICAL innovations ,STATISTICAL hypothesis testing ,INTERNET in education - Abstract
Society has been very quick to adopt and master computer, as well as latest mobile technologies as an integral part of its everyday life. Innovative technologies have penetrated into nearly every aspect of human life and are now so much involved and embedded in social life that most people do not even realize that these technologies are relatively new inventions. Furthermore, nowadays people do not imagine their daily life without technology. In fact, information technologies create great comforts for humans in their everyday life. Despite that, one cannot say for sure that technology has only positive impact on physical, mental or psychological state of humans. Now we are living in the era of digital technologies, where scientists put forward a hypothesis according to which such deep penetration of technologies into human life might have dangerous consequences. If we look around for a moment we will notice that it is almost impossible to imagine social life and life as a whole without state-of-the-art technologies and application thereof. The given research has as its objective to study and display health related aspects, the influence (whether positive or negative) of innovative technologies on human health and to compare the results with those of the past when human life was not exposed to technological influence, as well as reveal the impact of technology, in general, on human health. There are different types of technologies and we cannot cover all impacts of all technologies in all activities. I.e., as a result of comparison between the differences of the current and recently used education methods it becomes obvious that technological development has brought to the constant increase of the time spent in a sitting position which causes some health issues in the future. Due to the modern technologies it becomes possible to get an on-line education this way minimizing the human movement. [ABSTRACT FROM AUTHOR]
- Published
- 2015
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11. CHALLENGES AND ISSUES FOR SUCCESSFULLY APPLYING VIRTUAL REALITY IN MEDICAL REHABILITATION.
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FERCHE, Oana-Maria, MOLDOVEANU, Alin, MOLDOVEANU, Florica, VOINEA, Alexandra, ASAVEI, Victor, and NEGOI, Ionuț
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VIRTUAL reality ,MEDICAL rehabilitation ,MOBILE learning ,QUALITY of life ,CAREGIVERS - Abstract
Out of the many uses of eLearning - one that stands out for having a potentially great impact on the quality of life of its users - is relearning physical and psychical abilities that were lost after acute illnesses or injuries through rehabilitation processes. Such disabilities are a great burden on the patient, on his caregivers, and on society. Simple everyday tasks represent a challenge and the patient must learn again gestures that seemed habitual before the accident. Amongst the various sciences and technologies that have been used in order to improve the classical rehabilitation processes, Virtual Reality seems to be one of the most promising. Virtual Reality is an emerging science in the field of rehabilitation, that is gaining more and more uses, due to its great advantages, such as stimulating movement and cerebral activity, increasing attention levels and simulation various environments that enhance the rehabilitation sessions. The fact that VR technologies are not yet used on a large scale in rehabilitation is due to certain disadvantages that are limiting its adoption in every specialized clinic or rehabilitation centre. Despite its many benefits, Virtual Reality in rehabilitation also has notable disadvantages that result from it using state of the art technology such as: cost-related issues, issues generated by the human-computer interfaces that it uses, which may seem unnatural for first time users, immersion issues may influence the quality of the rehabilitation process, and also compatibility issues between various devices may arise. Virtual Reality systems usually process large amounts of data, thus need processing and storage capacity. Also, many VR systems users reported side effects that cannot be ignored, as they may have an impact on the quality of the rehabilitation process but may also bring legal and ethical issues. In order to be widely adopted, VR rehabilitation must bring an obvious and secure improvement to the patient, creating an attractive price/benefit ratio. Also, the expectations of the patient must be aligned to the possibilities that the technology offers and the practitioners must be tutored in using such systems in order to obtain the most benefits. In this article we will review the most important disadvantages as well as analyze possible solutions for overcoming them. The solutions may be available at the present moment, or may require that the technology progresses, but the key factor seems to be cost related, as lowering the costs of VR technology would allow more users to access its features, some as end users and some as potential developers, allowing them to discover and correct the shortcomings of VR applications and devices. [ABSTRACT FROM AUTHOR]
- Published
- 2015
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12. CASE STUDY - OPEN SIMULATOR FOR 3D MMO EDUCATION.
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GRĂDINARU, Alexandru, MOLDOVEANU, Alin, ASAVEI, Victor, and PIŞTIRICĂ, Sorin Andrei
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VIRTUAL reality in education ,TECHNOLOGICAL innovations ,MASSIVELY multiplayer online role-playing games ,CYBERSPACE ,OPEN source software ,CLIENT/SERVER computing - Abstract
The technological advances in the last decades led to radical changes and paradigm shifts in the modern society, replacing the former way of thinking, organizing and acting. More and more traditional services migrate towards internet and cyberspace, the number of those who use digital services growing exponentially in the last several years. In this context, education is one of the main concerns of the society: people must learn and adapt continuously to cope with the current economic and social environment. In this regard, traditional methods are no longer sufficient, so various other forms of education emerged in order to supplement the traditional ones: online education, skills-oriented education, collaborative learning, education at work etc. A rather new, but growing, form of education is the use of massively multiplayer online (MMO) 3D virtual worlds to provide an immersive and entertaining, more practical approach, based on simulation, rich user experience, interaction and collaboration. The technology behind these virtual reality systems is pretty complex, so creating your own application is, in most cases, not possible and will require a serious amount of time, money and human resources. A solution to this problem is to use frameworks dedicated to virtual world creation and management, such as Open Wonderland, Open Simulator or Virtual World Framework. These frameworks contain pre-built open-source solutions that provide working server architecture and also multiple features and services for creating and customizing virtual worlds. Open Simulator is currently one of the most used virtual world frameworks as it is based on Second Life and has strong back-end server architecture able to handle hundreds and even thousands of users. The purpose of this paper is to explore and explain how the Open Simulator framework works, summarize all the provided features, as well as to present several relevant examples that are using the framework to create rich virtual environments. We will also explain some problems encountered when we used the current Open Sim viewers (clients). [ABSTRACT FROM AUTHOR]
- Published
- 2015
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13. Practical GPU and Voxel-Based Indirect Illumination for Real Time Computer Games.
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Simion, Andrei, Asavei, Victor, Pistirica, Sorin Andrei, and Poncea, Ovidiu
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- 2015
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14. Virtual Deferred Rendering.
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Petrescu, Alexandru-Lucian, Moldoveanu, Florica, Asavei, Victor, and Moldoveanu, Alin
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- 2015
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15. EXPERIMENTS ON TRAINING THE SOUND LOCALIZATION ABILITIES: A SYSTEMATIC REVIEW.
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BĂLAN, Oana, MOLDOVEANU, Florica, MORAR, Anca, and ASAVEI, Victor
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DIRECTIONAL hearing ,TYMPANIC membrane ,PEOPLE with visual disabilities ,VIRTUAL reality ,RANDOM noise theory - Abstract
Hearing is an extraordinary sense, as the audio signals perceived at the eardrum level of both ears build and define the entire surrounding environment. Sound is seized from all directions, and the listener can identify the distance of the sound source, the amplitude, the arrival time at each ear and the variations of amplitude that differ with changing frequencies. 3D sound is an efficient sensory substitution method that models the elements of the physical world into relevant information for the visually-impaired people. 3D sound is generated by using spectral cues that define how a sound is perceived at a specific location. The majority of virtual-reality audio devices are based on the Head Related Transfer Function (HRTF), a mathematical transformation that describes how the sound is being modified en route from the source until it reaches the inner ear. The main experiments performed in order to investigate human sound localization abilities involved a training and a test session. To test the users' capability to distinguish the sound sources located at various positions in space (azimuth- in the horizontal plane and elevation- in the vertical plane), the sound was played once or several times, as the acoustic signal varied in shape (pink noise, white noise, harmonic sine wave), frequency and duration. Because the brain is a flexible organ that can learn perception of elevation by frequency, a different approach is acoustic coding of elevation, which consists in connecting higher sound frequencies with higher sound sources and lower frequencies of sound with lower sound sources. The main conclusion of the experiments is that the best spatial recognition is achieved by using the white pulse Gaussian noise with a duration of around 100-300ms. Pink and white noise are the most separable sounds, while sine waves are annoying and difficult to localize in the horizontal plane. In addition to this, azimuth spatial resolution is superior to elevation spatial resolution because of the stereoscopic properties of the human auditory system. Also, the sound resolution is better when the initialization phase (training session when the user listens to the sounds for several minutes) lasts longer and when the acoustic signal is periodic and of long continuous duration. [ABSTRACT FROM AUTHOR]
- Published
- 2014
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16. IMPACT OF DISTRIBUTED FILE SYSTEMS AND COMPUTER NETWORK TECHNOLOGIES IN ELEARNING ENVIRONMENTS.
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PISTIRICA, Sorin Andrei, PONCEA, Ovidiu Mihai, ASAVEI, Victor, and EGNER, Alexandru
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DISTRIBUTED computing ,ELECTRONIC file management ,COMPUTER networks ,MOBILE learning ,CLOUD computing ,HIGHER education - Abstract
Usually high education is expensive for most of the top universities in the world. Therefore eLearning platforms provide a way of affordable education with an effective cost of investments. In the last decade, cloud computing research and adoption increased greatly due to its many advantages including economic benefits, ease of management, power saving and so on. Mainly, it provides the means to organize and deliver a wide variety of software services including eLearning environments. Along with cloud computing, file systems solutions were improved to meet requirements imposed by the distribution characteristics of clouds. The distribution level offile systems, data management, data seek methods and many other features of distributed file systems, influence performance of eLearning environments. Distributed file systems started with Andrew File System, still used today, continued with Google File System - a parallel and distributed file system suitable for Google search engine and Ceph - one of the most innovative distributed file system, developed a few years ago and considered the new dream network distributed file system. It has a very good distribution level, security, high availability and many other characteristics. Also, clouds are constructed over computer networks topologies. Basically, topologies are different types of graphs, each with a different set of advantages and disadvantages. In this article we have studied how distributed file systems over computer network clusters influence eLearning environments from an architectural point of view and how its performance may be improved. We also propose a high level architecture of cloud platforms more suitable for eLearning software by outlining several advantages that overcome issues related to distributed eLearning. In our proposed architecture, we use Ceph as a data storage environment and several domestic network topologies. In the end, we study how Software Define Network and Open Flow could model the clouds environment in a more suitable way for eLearning applications. [ABSTRACT FROM AUTHOR]
- Published
- 2014
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17. Lightweight 3D MMO framework with high GPU offloading.
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Asavei, Victor, Moldoveanu, Alin, Moldoveanu, Florica, and Pistirica, Sorin Andrei
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- 2014
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18. A GPU task generator for rendering.
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Petrescu, Alexandru-Lucian, Moldoveanu, Florica, Asavei, Victor, Moldoveanu, Alin, and Ferche, Oana-Maria
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- 2014
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19. QUESTOR -- Automatic Searching for Reports.
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Vasilateanu, Andrei, Goga, Nicolae, Sutu, Tudor, Nastasescu, Marius, Moldoveanu, Alin, Asavei, Victor, and Taslitchi, Cristian
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- 2013
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20. Efficient Picking through Atomic Operations.
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Petrescu, Lucian Alexandru, Moldoveanu, Florica, Moldoveanu, Alin, Morar, Anca, and Asavei, Victor
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- 2013
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21. Change detection algorithm for land cover in grid systems.
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Nita, Mihaela-Catalina, Moldoveanu, Florica, and Asavei, Victor
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- 2013
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22. Multi GPGPU Optimizations for 3D MMO Virtual Spaces.
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Asavei, Victor, Moldoveanu, Florica, Moldoveanu, Alin, Egner, Alexandru, and Morar, Anca
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- 2013
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23. From HTML to 3DMMO – A Roadmap Full of Challenges.
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Bogdan Moldoveanu, Alin Dragos, Moldoveanu, Florica, Asavei, Victor, Egner, Alexandru, and Morar, Anca
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- 2013
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24. ASSISTIVE I.T. FOR VISUALLY IMPAIRED PEOPLE.
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Bălan, Oana, Moldoveanu, Alin, Moldoveanu, Florica, Morar, Anca, and Asavei, Victor
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VIRTUAL reality ,AUGMENTED reality ,PEOPLE with visual disabilities ,SURVEYS ,HAPTIC devices - Abstract
According to an international survey performed by the World Health Organization, it was estimated that the number of visually impaired people in the year 2002 rose to about 161 million (2.6% of the world's population). Therefore, a large number of people are suffering from a visual handicap which impedes them from normally accomplishing their daily activities. As a result, there is need for an assistive device based on an alternative modality, that can complement or replace sight by another sense -auditory, haptic (tactile or kinesthetic) [13], or a combination of both- and that can offer a means to deal with blindness. Rapid progress is ongoing in various fields of medicine, as advances in computer technology are enhancing extended development and evolution in simulation, visualization and virtual reality systems. As a result, a convenient approach is the use of augmented reality for the development of assistive devices for visually-handicapped people. This paper presents the current state of research in the field of virtual reality and six assistive devices for visually-impaired people, the technology engaged to provide effective and reliable benefits and some of the most interesting and innovative applications in the area of rehabilitation techniques based on another senses. [ABSTRACT FROM AUTHOR]
- Published
- 2013
25. Aortic rupture during reoperative bariatric surgery.
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Hostiuc, Sorin, Dragoteanu, Constantin, Asavei, Victor, and Negoi, Ionut
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AORTIC rupture ,REOPERATION ,BARIATRIC surgery ,CARDIOVASCULAR diseases ,METABOLIC disorders ,ARTHRITIS - Abstract
Copyright of Brazilian Journal of Cardiovascular Surgery is the property of Sociedade Brasileira de Cirurgia Cardiovascular and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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- 2015
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26. A visual comparison between voltage and power wave reflection coefficients of microwave circuits.
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Muller, Andrei A., Soto, Pablo, Moldoveanu, Alin, Asavei, Victor, and Boria, Vicente E.
- Abstract
This paper analyzes and compares voltage and power wave reflection coefficients using a visual representation which fully exploits that both coefficients are directly related to the geometry of direct inversive transformations in the extended impedance plane. In order to compare the two concepts for complex impedance ports, the 3D Smith chart tool is used in premiere. The paper gives a geometrical and more intuitive insight of these two parameters and proposes a novel tool for handling both types of reflection coefficients. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
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27. A Comprehensive Survey of Indoor Localization Methods Based on Computer Vision.
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Morar, Anca, Moldoveanu, Alin, Mocanu, Irina, Moldoveanu, Florica, Radoi, Ion Emilian, Asavei, Victor, Gradinaru, Alexandru, and Butean, Alex
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OBJECT tracking (Computer vision) ,COMPUTER vision - Abstract
Computer vision based indoor localization methods use either an infrastructure of static cameras to track mobile entities (e.g., people, robots) or cameras attached to the mobile entities. Methods in the first category employ object tracking, while the others map images from mobile cameras with images acquired during a configuration stage or extracted from 3D reconstructed models of the space. This paper offers an overview of the computer vision based indoor localization domain, presenting application areas, commercial tools, existing benchmarks, and other reviews. It provides a survey of indoor localization research solutions, proposing a new classification based on the configuration stage (use of known environment data), sensing devices, type of detected elements, and localization method. It groups 70 of the most recent and relevant image based indoor localization methods according to the proposed classification and discusses their advantages and drawbacks. It highlights localization methods that also offer orientation information, as this is required by an increasing number of applications of indoor localization (e.g., augmented reality). [ABSTRACT FROM AUTHOR]
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- 2020
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28. A Review and Mathematical Treatment of Infinity on the Smith Chart, 3D Smith Chart and Hyperbolic Smith Chart.
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Pérez-Peñalver, María Jose, Sanabria-Codesal, Esther, Moldoveanu, Florica, Moldoveanu, Alin, Asavei, Victor, A. Muller, Andrei, and Ionescu, Adrian
- Subjects
HYPERBOLIC differential equations ,SMITH charts ,GRAPHIC methods in electronics ,MOBIUS function ,ELECTRICAL engineering - Abstract
This work describes the geometry behind the Smith chart, recent 3D Smith chart tool and previously reported conceptual Hyperbolic Smith chart. We present the geometrical properties of the transformations used in creating them by means of inversive geometry and basic non-Euclidean geometry. The beauty and simplicity of this perspective are complementary to the classical way in which the Smith chart is taught in the electrical engineering community by providing a visual insight that can lead to new developments. Further we extend our previous work where we have just drawn the conceptual hyperbolic Smith chart by providing the equations for its generation and introducing additional properties. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
29. 3D REAL-TIME PARALLEL VOLUME RENDERING USING NVIDIA CUDA FOR MEDICAL IMAGING.
- Author
-
ASAVEI, Victor, IONITA, Vlad - Valentin, MOLDOVEANU, Florica, and MOLDOVEANU, Alin
- Subjects
- *
MEDICAL care , *DIAGNOSIS , *PATIENTS , *HOSPITALS , *CLINICS , *MEDICAL care costs , *HARDWARE , *DIAGNOSTIC imaging , *HEALTH facilities - Abstract
The medical industry is always looking for ways to allow faster and more accurate diagnosis, without the need to expose patients to unnecessary painful and invasive procedures. Faster diagnosis can help hospitals and clinics keep healthcare costs down, while more accurate diagnosis and less stressful procedures can help attract more patients for checkups and investigations. All this can be done nowadays with a relative low cost and without the need for delicate and expensive equipment. Using the new hardware architecture from NVIDIA (CUDA - Compute Unified Device Architecture) every doctor can now use his own computer to conduct those delicate investigations. [ABSTRACT FROM AUTHOR]
- Published
- 2009
30. RAY TRACING AS MULTI GPGPU.
- Author
-
ASAVEI, Victor, MOLDOVEANU, Florica, MOLDOVEANU, Alin, BOIANGIU, Costin - Anton, and MARASESCU, Riixandra
- Subjects
- *
RAY tracing algorithms , *SIMULATION methods & models , *VIRTUAL reality , *THREE-dimensional imaging , *GRAPHICS processing units , *COMPUTER systems , *IMAGE processing , *ALGORITHMS , *COMPUTERS - Abstract
Today's computer 3D graphics simulations need to provide a high degree of realism in order to create a rich and credible 3D virtual environment. Ray Tracing is a rendering method that can achieve such a degree of realism compared to the rendering mechanisms used by current graphics hardware. Until recently, Ray Tracing was not suitable to be used as a real time renderer because it is a heavy computational method and the hardware was not fast enough. in this paper we are proposing a solution to run Ray Tracing as a Multi GPGPU (General-purpose computing on graphics processing units ) program and see how well Ray Tracing scales when implemented on multiple GPUs. [ABSTRACT FROM AUTHOR]
- Published
- 2009
31. Aortic rupture during reoperative bariatric surgery.
- Author
-
Hostiuc S, Dragoteanu C, Asavei V, and Negoi I
- Subjects
- Adult, Aortic Rupture complications, Autopsy, Bariatric Surgery ethics, Fatal Outcome, Female, Hemorrhage pathology, Humans, Reoperation, Aortic Rupture etiology, Bariatric Surgery adverse effects, Hemorrhage etiology
- Abstract
Morbid obesity has become a very common problem worldwide, causing severe health-related consequences including cardiovascular or metabolic diseases, arthritis, sleep apnea, or an increased risk of cancer. Bariatric surgery was shown to be the only way to achieve sustainable weight loss and to decrease the frequency and severity of metabolic and cardiovascular comorbidities. The purpose of this article is to present a case of bariatric surgery complicated with lesion of the aorta with a lethal outcome.
- Published
- 2015
- Full Text
- View/download PDF
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