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Sélection et amélioration de nuages de points 3D / Selection and improvements of 3D point cloudsHamelin, Adrien 16 December 2015 (has links)
Le domaine de l’informatique 3D est vaste, contenant de nombreuses directions de recherche possible. Une de ces directions est la numérisation d’objetsréels, via des scanners. De nombreux objectifs peuvent requérir cela, de l’affichage et de l’interaction avec le modèle dans un environnement 3D comme un jeu vidéo à l’analyse dudit modèle pour de la rétro-ingénierie, comme l’analyse de l’évolution de l’objet dans le temps pour de la maintenance. Le problème est alors d’être capable de traiter les modèles ainsi acquis. Cette thèse se focalise plus particulièrement sur les modèles de bâtiments acquis à l’aide d’un scanner laser, résultant en un nuage de points 3D. Le processus d’acquisition n’étant pas parfait, le modèle obtenu comporte des défauts comme des trous ou du bruit. Notre première contribution est alors de pouvoir sélectionner une partie de ce nuage de points, dans le but par exemple de cibler des traitements. Le principe est de faire une sélection par étape en créant un volume formé d’une succession de contours de forme libre. Des tests expérimentaux ont montré que cette technique est efficace et préférée par rapport aux deux autres techniques de sélection testées. Notre deuxième contribution est un processus visant à corriger les défauts dus à l’acquisition du modèle. Pour cela, le processus se base sur d’autres sources contenant des informations sur l’objet représenté pour détecter un ensemble de zones contenant des problèmes. Il essaie ensuite autant que possible de prendre automatiquement des décisions pour la correction, mais laisse toujours le choix final à un utilisateur. Les résultats montrent que le modèle obtenu est d’une bien meilleure qualité visuelle. / The computer science field is vast, containing numerous areas of possible research focus. One of those areas is the transposition of real objects in 3D worlds, using scanners. A variety of goals can need such a step, from displaying and interacting with the resulting model in a 3D environment such as a video game to analyzing that model for retro-engineering, such as analyzing the evolution in time of the object for maintenance. The problem then becomes to be capable to treat the models thus acquired. This thesis focuses more particularly on models of building, acquired with a laser scanner, giving a 3D point cloud. The acquisition process being not perfect, the resulting model contains defects such as holes or noise. Our first contribution is then to enable a user to select a part of the cloud, for example to target treatments. The principle is to perform the selection in several steps by creating a volume composed of successive free-formed outlines. Experimental tests showed that this technique is effective and preferred to the two other compared selection techniques. Our second contribution is a process aiming at correcting the defects caused by the acquisition. To that end, the process bases itself on other sources having information on the represented object to detect a set of areas containing problems. It tries then as much as possible to take automatic decisions to correct the problems, but always leaves the final choice to a user. The experiment showed the the resulting model looks much better.
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Interactive Narratives with 3D Environments / Interaktiva berättelser med 3D-miljöerPolli, Anna Maria January 2013 (has links)
One of the major problems in human computer interaction in a 3D virtual world is the extreme difficulty to deal with vast quantities of information in everyday life. This condition leads to problems such as indecisions of the human that outlines stress factors and causes an undesirable user experience. Part of the problem is that little findings have been contributed in research to this problem of assisting the human to make decisions quickly and provide rapid responses in respect to user experience. User experience evaluation of the human’s communication appears well situated to problems of this nature as it can be analyzed based upon interactive performance factors that help in the decision making process. For this reason, scenarios, adaptive narratives and frameworks were investigated and created as a potential tool to improve the human’s experience using cues of user’s interest related suggestions. For the purpose of a fluent interaction, a balance between passive and active interaction is aimed at and at last to achieve an immersive user experience an adaptive interactive narrative is generated that supports customizable feedback. To introduce a sophisticated version of a framework and design techniques, literature reviews, video recordings, questionnaires and personal experience evaluation have been conducted. A new platform for immersive interactions in a 3D virtual world has evolved. However, it turned out to be surprisingly difficult to evaluate the design in a setting that includes new technologies, where not much research has been done before. Based on these difficulties, the concept of three design techniques were developed and employed, in order to deal with the issue of decision-making that exists in daily life. These three techniques represent the scientific contribution to the stated major problems such as balanced interaction, immersive user experience and customizable data. This Master thesis discusses and concludes a generalizable framework on the result that was obtained when the adaptive narrative was created with its vast quantity of information that is applicable into other related installations in the commercial product design industry. / Ett av de stora problemen i människa-dator interaktion i en virtuell 3D- värld är det extremt svårt att hantera stora mängder information i vardagen. Detta tillstånd leder till problem såsom indecisions av människan som beskriver stressfaktorer och orsakar en oönskad användarupplevelse. En del av problemet är att små fynd har bidragit i forskningen på detta problem är att bistå människor att fatta beslut snabbt och ge snabba svar i förhållande till användarens upplevelse. Användare erfarenhet utvärdering av människans kommunikation verkar bra läge att problem av detta slag eftersom den kan analyseras baserat på interaktiva prestanda faktorer som hjälper i beslutsprocessen. Av denna anledning har scenarier, adaptiva berättelser och ramverk utreds och skapades som ett potentiellt verktyg för att förbättra människans erfarenhet av att använda ledtrådar i användarens intresse relaterade förslag. För en flytande interaktion, är en balans mellan passiv och aktiv samverkan som syftar till och till sist för att uppnå en uppslukande användarupplevelse en adaptiv interaktivt berättande genereras som stöder anpassningsbara återkoppling. Att införa en sofistikerad version av en ram och design tekniker, litteraturstudier, videoinspelningar, frågeformulär och personlig erfarenhet utvärdering har genomförts. En ny plattform för uppslukande interaktioner i en virtuell 3D- värld har utvecklats. Dock visade det sig vara förvånansvärt svårt att utvärdera designen i en miljö som innehåller ny teknik, där inte mycket forskning har gjorts tidigare. Baserat på dessa svårigheter, var begreppet tre design tekniker utvecklas och utnyttjas, i syfte att ta itu med frågan om beslutsfattande som finns i det dagliga livet. Dessa tre tekniker utgör den vetenskapliga bidrag till de angivna allvarliga problem såsom balanserad växelverkan, uppslukande användarupplevelse och anpassade uppgifter. Detta examensarbete behandlar och avslutar en generalizable ram på resultatet som erhölls när den adaptiva berättelsen skapades med dess stora mängd information som är tillämplig i andra installationer i kommersiella produkten designbranschen.
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A Gotlandic Picture Stone Tradition Reconsidered : An analysis and reclassification of the so-called kerbstones / En gotländsk bildstenstradition omprövat : En analys och omklassificering av de så kallade kantstenarnaLarkin, Cherie Jeanette January 2023 (has links)
In 1941/42, Sune Lindqvist published his seminal work on the Gotlandic picture stones (Gotlands Bildsteine I & II) in which he included a category of stones that he interpreted as kerbstones. However, Lindqvist’s kerbstones have not received further examination or contextualization to determine the validity of his categorization. In my analysis, I take a hermeneutic approach that incorporates theories of agency, materiality, and phenomenology to contextualize the so-called kerbstones within not only the picture stone tradition but also the broader Gotlandic tradition of marking graves and memorials. Utilizing 3D visual reconstructions, I have confirmed that some of Lindqvist’s kerbstones could have been part of a circular edge chain and can be connected to the picture stone tradition. However, there are additional types of picture stones within Lindqvist’s kerbstone category which cannot be categorized as kerbstones and that likely represent additional types of picture stone monuments. / 1941/42 publicerade Sune Lindqvist sitt framstående arbete om de gotländska bildstenarna (Gotlands Bildsteine I & II) där han inkluderade en kategori av stenar som han tolkade som kantstenar. Lindqvists kantstenar har dock inte fått någon närmare granskning eller kontextualisering för att fastställa giltigheten av hans kategorisering. I min analys tar jag ett hermeneutiskt grepp som införlivar teorier om agency, materialitet och fenomenologi för att kontextualisera de så kallade kantstenarna inom inte bara bildstenstraditionen utan även den bredare gotländska traditionen att markera gravar och minnesmärken. Med hjälp av visuella 3D-rekonstruktioner har jag bekräftat att några av Lindqvists kantstenar kunde ha ingått i en cirkulär kantkedja och kan kopplas till bildstenstraditionen. Det finns dock ytterligare typer av bildstenar inom Lindqvists kantstenskategori som inte kan kategoriseras som kantsten och som sannolikt representerar ytterligare typer av bildstensmonument.
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FÖR EN ÖKAD ANVÄNDNING AV DIGITALA VERKTYG I BYGGPRODUKTIONEN : En studie om vad som krävs för att byggbranschen ska digitaliseras i takt med omvärlden / FOR AN INCREASED USE OF DIGITAL TOOLS IN CONSTRUCTION PHASE : A study of how the construction industry can be digitized in line with the societyLisstrand, Johanna, Sikell Lundin, Peter January 2017 (has links)
Bakgrund: I dagens samhälle går den digitala utvecklingen ständigt framåt inom flera olika områden. Inom byggbranschen blir projekten allt mer komplexa och installationstekniskt avancerade. Samtidigt haltar arbetsmetoderna inom byggproduktionen efter och kan i vissa fall upplevas som föråldrade. För att hänga med övriga branscher både när det kommer till teknik och metoder behöver byggföretag satsa på frågor som rör användandet av digitala verktyg inom byggproduktionen. Syfte: Forskningen visar på en vinst för byggprojekt inom både tids- och kostnadseffektivisering vid användning av BIM och digitala verktyg i byggprojekt. Med denna utgångspunkt kommer examensarbetet rikta in sig på att undersöka orsaken till den begränsade användningen av digitala verktyg i produktionen. Rapporten vill också belysa svårigheterna i användning av digitala verktyg där extra fokus kommer att ligga på 3D-modeller och arbetet med tidsplaneringen i produktionen. Metod: Teori inom ämnet har inhämtats dels genom litteratur men också i form av tidigare studier. Genom kvalitativa intervjuer och en större kvantitativ enkätundersökning önskade författarna att kunna besvara rapportens frågeställningar. Båda metoderna jämfördes för att undersöka om svårigheterna med användning av digitala verktyg delades av centrala resurser på Skanskas huvudkontor och ute hos medarbetarna i produktionen och hur utbrett problematiken var på Skanskas olika projekt. Resultat: Viljan att börja arbeta mer digitalt finns redan hos medarbetarna. Okunskap och brist på erfarenhet leder till att digitala verktygen upplevs som besvärliga istället för något som hjälper medarbetaren i dess vardag. Med rätt resurser och utbildningen kommer ett ökat användande av digitala verktyg inte vara en omöjlighet för byggbranschen inom en snar framtid. Konsekvenser: En ökad användning av digitala verktyg genom hela byggprocessen har flera fördelar. Företaget kommer klara av allt mer komplexa projekten och få en ökad operativ effektivitet som i sin tur leder till nöjdare kunder, medarbetare och en högre kvalité på slutprodukten. En ökad digitalisering kommer med stor sannolikhet göra företaget mer attraktivt på arbetsmarknaden. Avgränsningar: Rapporten är avgränsad mot byggproduktionens användning av digitala verktyg, med ett extra fokus på 3D-modeller och tidsplanering. Dessutom har författarna valt att även avgränsa rapporten till Skanska Sverige AB:s arbete med ett utökat användande av digitala verktyg. / Background: In today's society, the digital development is constantly advancing in several different areas. In the construction industry, the projects are getting more complex and installations more advanced. At the same time, working methods in the construction industry get behind other industries and may in some cases be perceived as outdated. In order to keep up with other industries when it comes to technology and methods, construction companies need to focus on issues related to the implementation of digital tools in construction phase. Purpose: Research shows a profit for construction projects in both time and cost efficiency when using BIM and digital tools in construction projects. With this starting point, the bachelor thesis will focus on investigating the reason for the limited use of digital tools in production. The report also wants to highlight the difficulties in using digital tools with extra focus on 3D-models and the work on scheduling in production. Method: Theory of the subject has been obtained partly through literature but also in form of previous studies. Through qualitative interviews and a larger quantitative questionnaire survey, the authors wanted to be able to answer the report's questions. Both methods were compared to investigate whether the difficulties with using digital tools were shared by the central resources at Skanska's headquarters and the coworkers in the production and how widely the problem was on Skanska's various projects. Result: The willingness to start working more digital already exists among coworkers. Lack of knowledge and experience leads to that digital tools are experienced as difficult instead of something that will helps employee in the everyday work. With the right resources and education, increased use of digital tools will not be an impossibility for the construction industry in the near future. Consequences: I ncreased use of digital tools throughout the construction process has several advantages. The company will be able to handle more complex projects and increase their operational efficiency which in turn leads to satisfied customers, coworkers and a higher quality on the final product. Increased digitization will most likely make the company more attractive in the labor market. Restrictions: The report is limited to the construction phase use of digital tools with an additional focus on 3D-models and scheduling. In addition, the authors have chosen to delimit the report to Skanska Sweden AB's work on increasing the use of digital tools.
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Drones in Civil Engineering Projects : Areas of Application With a Focus On Photogrammetry / Drönare i anläggningsprojekt : Användningsområden med fokus på fotogrammetriMatte, Martin, Rangne, Daniel January 2021 (has links)
Drone technology has changed the way people work in construction and civil engineering activities. The aim of this report is to investigate how drones can and should be used in the best possible way. Autodesk ReCap Photo and Agisoft Metashape Professional are the two photogrammetry software programs that have been compared. The results show that Metashape can create more accurate maps and 3D models, but requires more powerful hardware to operate and takes longer time to learn. ReCap Photo is easier to handle but produces maps and 3D models that are slightly less accurate. Interviews have been conducted with experts, and they highlight that the EU regulations governing drone activity pose a great challenge for optimal usage of drones in construction and civil engineering. Assuming that drones are operated in a safe manner, they unlock significant potential gains with respect to environment, work environment and economy. Some of the most important areas of application are volumetric measurements of gravel, inspections in high altitude environments and regular mapping of construction sites. / Drönartekniken har förändrat arbetssätten i bygg- och anläggningsverksamhet. Denna rapport syftar till att undersöka hur drönare kan och bör användas på bästa sätt. Autodesk ReCap Photo och Agisoft Metashape Professional är de två fotogrammetriprogramvaror som har jämförts. Resultaten visar att Metashape kan skapa mer noggranna kartor och 3D-modeller, men kräver kraftigare hårdvara och tar längre tid att lära sig. ReCap Photo är mer lätthanterligt men ger inte lika noggranna kartor och 3D-modeller. Intervjuer med sakkunniga har genomförts, och av dessa framgår att de EU-gemensamma lagarna som reglerar drönarflygning utgör en stor utmaning för att kunna använda drönarna optimalt i bygg- och anläggningsverksamhet. Förutsatt att drönare flygs på ett säkert sätt, banar de vägen för stora potentiella vinster med avseende på miljö, arbetsmiljö och ekonomi. Några av de viktigaste användningsområdena är volymberäkning av grushögar, inspektioner på hög höjd och löpande kartering av byggarbetsplatser.
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Metadatenbasierte Kontextualisierung architektonischer 3D-ModelleBlümel, Ina 18 December 2013 (has links)
Digitale 3D-Modelle der Architektur haben innerhalb der letzten fünf Jahrzehnte sowohl die analogen, auf Papier basierenden Zeichnungen als auch die physischen Modelle aus ihrer planungs-, ausführungs- und dokumentationsunterstützenden Rolle verdrängt. Als Herausforderungen bei der Integration von 3D-Modellen in digitale Bibliotheken und Archive sind zunächst die meist nur rudimentäre Annotation mit Metadaten seitens der Autoren und die nur implizit in den Modellen vorhandenen Informationen zu nennen. Aus diesen Defiziten resultiert ein aktuell starkes Interesse an inhaltsbasierter Erschließung durch vernetzte Nutzergruppen oder durch automatisierte Verfahren, die z.B. aufgrund von Form- oder Strukturmerkmalen eine automatische Kategorisierung von 3D-Modellen anhand gegebener Schemata ermöglichen. Die teilweise automatische Erkennung von objektinhärenter Semantik vergrößert die Menge an diskreten und semantisch unterscheidbaren Einheiten. 3D-Modelle als Content im World Wide Web können sowohl untereinander als auch mit anderen textuellen wie nichttextuellen Objekten verknüpft werden, also Teil von aggregierten Dokumenten sein. Die Aggregationen bzw. der Modellkontext sowie die inhärenten Entitäten erfordern Instrumente der Organisation, um dem Benutzer bei der Suche nach Informationen einen Mehrwert zu bieten, insbesondere dann, wenn textbasiert nach Informationen zum Modell und zu dessen Kontext gesucht wird. In der vorliegenden Arbeit wird ein Metadatenmodell zur gezielten Strukturierung von Information entwickelt, welche aus 3D-Architekturmodellen gewonnen wird. Mittels dieser Strukturierung kann das Modell mit weiterer Information vernetzt werden. Die Anwendung etablierter Ontologien sowie der Einsatz von URIs machen die Informationen nicht nur explizit, sondern beinhalten auch eine semantische Information über die Relation selbst, sodass eine Interoperabilität zu anderen verfügbaren Daten im Sinne der Grundprinzipien des Linked-Data-Ansatzes gewährleistet wird. / Digital 3D models from the domain of architecture have replaced analogue paper-based drawings as well as haptic scale models bit by bit during the last five decades. The main challenges for integrating 3D models in digital libraries and archives are posed by mostly only sparse annotation with metadata provided by the author and the fact that information is only implicitly available. This has recently led to an increased interest in context-based indexing using automatic approaches as well as social tagging. Computer based approaches usually rely on methods from artificial intelligence including machine learning for automated categorization based on geometric and structural properties according to a given classification scheme. The partially automated recognition of model-inherent semantics increases the number of discrete and semantically distinguishable entities. 3D models as parts of the World Wide Web can be interlinked which each other. Aggregations as well as the model context along with inherent entities require efficient tools for organization in order to provide real additional benefits for the user during its quest for information. Especially for text-based search on information about a 3D model and its context, a metadata model is an indispensable tool regarding the above described challenges. In this work we develop a metadata model for specific structuring of information, which is obtained from 3D architectural models. Using this structure, the model can be linked to further information. The application of established ontologies and the use of URIs make the information not only explicitly, but also provide semantic information about the relation itself. By that, interoperability according to the principles of the LOD approach is guaranteed.
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A Zoomable 3D User Interface using Uniform Grids and Scene GraphsRinne, Vidar January 2011 (has links)
Zoomable user interfaces (ZUIs) have been studied for a long time and many applications are built upon them. Most applications, however, only use two dimensions to express the content. This report presents a solution using all three dimensions where the base features are built as a framework with uniform grids and scene graphs as primary data structures. The purpose of these data structures is to improve performance while maintaining flexibility when creating and handling three-dimensional objects. A 3D-ZUI is able to represent the view of the world and its objects in a more lifelike manner. It is possible to interact with the objects much in the same way as in real world. By developing a prototype framework as well as some example applications, the usefulness of 3D-ZUIs is illustrated. Since the framework relies on abstraction and object-oriented principles it is easy to maintain and extend it as needed. The currently implemented data structures are well motivated for a large scale 3D-ZUI in terms of accelerated collision detection and picking and they also provide a flexible base when developing applications. It is possible to further improve performance of the framework, for example by supporting different types of culling and levels of detail
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Um estudo exploratório sobre a utilização de modelos 3D digitais no processo de inovação tecnológica de uma empresa da indústria de manufaturaPedra, Agnaldo 24 February 2010 (has links)
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Previous issue date: 2010-02-24T00:00:00Z / Através de um estudo de caso, este trabalho apresenta evidências empíricas que reforçam e ampliam as descobertas de trabalhos anteriores sobre as contribuições dos modelos 3D digitais no processo de inovação tecnológica de uma empresa da indústria de manufatura, e oferece contribuições para a academia e para a prática. A inovação tecnológica é um dos fatores essenciais da competição e do desenvolvimento industrial. Na medida em que as mudanças tecnológicas ocorrem em complexidade e ritmo crescentes, as empresas têm procurado aumentar a flexibilidade e a velocidade de suas atividades através de sofisticados sistemas de tecnologia de informação e de comunicações. Na indústria de manufatura, os modelos 3D digitais têm sido cada vez mais utilizados ao longo do ciclo de vida dos produtos das empresas e a sua difusão não apenas tornou-os elementos chave para o processo de inovação tecnológica, mas a sua adoção está forçando muitas empresas a rever a forma como elas conduzem e gerenciam suas atividades de inovação. / Through a case study, this work presents empiric evidences proving and enlarging the discoveries of previous works about the contributions of 3D digital models to the technological innovation process of manufacturing industry. It also contributes to the academy and to the practice. The technological innovation is one of the essential factors of competition and industrial development. As technological changes happen in growing flexibility and rhythm, the organizations have been trying to increase the flexibility and the speed of its activities through sophisticated information technologies and communication systems. In the manufacturing industry, the 3D digital models have been used more and more along the product life cycles of the organizations and their diffusion didn’t just turn them into key elements to the technological innovation process: their adoption is also forcing many organizations to review the way they conduct and manage their innovation activities.
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Etude par simulation numérique des écoulements dans le conduit d’admission d’un moteur à levée de soupape d’admission variable / The study by numerical simulation of the slows in the intake manifold of an engine with variable lift of the intake valveIorga-Simăn, Victor 06 March 2012 (has links)
L’impact négatif de l’automobile sur l’environnement a entraîné une sévérisation des normes législatives pour protéger celui-ci. Les difficultés rencontrées lors de l’amélioration du rendement du moteur à allumage commandé, résultent principalement de son fonctionnement inefficace à charges partielles. La distribution variable est capable d'améliorations concernant la réduction de la consommation de carburant, surtout dans une zone d’utilisation fréquente : basses charges et bas régimes. Une alternative à l’étude expérimentale est l’approche par simulation numérique, CFD en utilisant le logiciel ANSYS-Fluent. Dans cette thèse de doctorat, le but principal a été de déterminer les vitesses d’écoulement du fluide pendant le processus d’admission pour deux lois de levée de la soupape, pour un moteur entraîné à 815 tr/min et une ouverture du papillon de gaz de 21.6°. Dans ce but, on a utilisé deux modèles de simulation numérique: un modèle bidimensionnel et un modèle tridimensionnel. L’étude réalisée par simulation numérique a permis de clarifier quelques aspects importants concernant les vitesses d’écoulement de l’air dans le cylindre et le degré de turbulence. / The negative impact of automobiles on the environment has led to increased severity in the legislation concerning environmental protection. The problems encountered in the efforts intended to improve the efficiency of the spark ignition engine are derived from its inefficient operation under partial loads. The variable intake valve lift is capable of significant changes aiming at lower fuel consumption, especially in the frequent use area: low torque, low speed. An alternative to the experimental study of fluid flow is the approach by numerical simulation, CFD, using the software ANSYS-Fluent. The main purpose of the present doctoral thesis was to determine the fluid flow velocity during the intake, for two intake valve lift laws, when the engine is running at 815 rpm, and with an opening of the throttle plate at 21.6°. To do this, we have used two numerical simulation models: one two-dimensional, and one three-dimensional. The study by numerical simulation made it possible to clarify some important issues regarding the air flow velocity into the cylinder, and the level of turbulence.
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Interdisziplinäre Kooperation bei der Erstellung virtueller geschichtswissenschaftlicher 3D-RekonstruktionenMünster, Sander 06 December 2014 (has links) (PDF)
Virtuelle 3D-Modelle finden in den historischen Disziplinen in zweierlei Art Verwendung. Zum einen dienen diese zur Erfassung und Digitalisierung existierender historischer Objekte. Daneben dient die Erstellung von virtuellen 3D-Rekonstruktionen der Nachbildung nicht mehr existierender Objekte und Strukturen. Während technische Abläufe beider Ansätze ebenso wie methodische und wissenschaftstheoretische Aspekte in der Fachliteratur häufig und umfassend thematisiert werden, ist eine Frage nach sozialen Aspekten und sozialer Interaktion im Kontext derartiger Vorhaben bisher unbeleuchtet geblieben.
Ziel der Arbeit stellt dar, eine Bandbreite und Relevanz von Aspekten der Kooperation als „Zusammenarbeit mit gemeinsamem Ziel, gegenseitiger Abstimmung, planvollem Vorgehen sowie Vorteilen für alle Akteure“ (Hagenhoff, 2004) im Kontext derartiger geschichtswissenschaftlicher 3D-Modellierungsvorhaben mittels sozialwissenschaftlicher Methoden zu beleuchten. Dabei zielt eine Darlegung auf unterschiedliche Skalierungen von Kooperation ab – angefangen bei einer Wissenschaftslandschaft über Kooperationsstrukturen bis hin zu einer Betrachtung von spezifischen Kooperationsphänomenen und -strategien innerhalb von Arbeits- und Erstellungsprozessen.
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