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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Industry 4.0 in organizations : How democratizing 3D technologies enables communication and teamwork

Plewa, Katarzyna January 2022 (has links)
The world is currently going through the fourth industrial revolution, otherwise called Industry4.0. New technologies are constantly emerging, bringing innovative solutions, but also challenges. Since it is a global event, governments and organizations need to address them and decide how to proceed and adapt. Can industry 4.0 enable a more sustainable future? Certainly, if used correctly. However, most of the time, changes are met with resistance, especially such big ones. In times of uncertainty, people need trust and support. Despite bringing these challenges, industry 4.0 also means opportunities, especially for organizations which have to find new ways to stay competitive and sustainable simultaneously. In organizations, various processes can be improved thanks to industry 4.0. How? Crucial aspects are clear communication and good teamwork. This paper discusses what models of teamwork and communication, leaders can follow to achieve team goals and assure the organization’s success. The presented study case is IKEA, where it was investigated democratizing 3D technologies can enable improvements. This thesis results in the proposal of MatLib, a material sample library, where physical prototyping meets virtual reality. The idea of MiLAb, combining traditional and newest technologies to enable better communication and teamwork, should be only an example of new ways of thinking and tackling upcoming innovations.
2

Physical Design Automation for System-on-Packages and 3D-Integrated Circuits

Minz, Jacob Rajkumar 03 August 2006 (has links)
The focus of this research was to develop interconnect-centric physical design tools for 3D technologies. A new routing model for the SOP structure was developed which incorporated the 3D structure and formalized the resource structure that facilitated the development of the global routing tool. The challenge of this work was to intelligently convert the 3D SOP routing problem into a set of 2D problems which could be solved efficiently. On the lines of MCM, the global routing problem was divided into a number of phases namely, coarse pin distribution, net distribution, detailed pin distribution, topology generation, layer assignment, channel assignment and local routing. The novelty in this paradigm is due to the feed-through vias needed by the nets which traverse through multiple placement layers. To gain further improvements in performance, optical routing was proposed and a cost analysis study was done. The areas for the placement of waveguides were efficiently determined, which reduced delays and maximized utilization. The global router developed was integrated into a simulated-annealing based floorplanner to investigate trade-offs of various objectives. Since power-supply noise suppression is of paramount importance in SOP, a model was developed for the SOP power-supply network. Decap allocation, and insertion were also integrated into the framework. The challenges in this work were to integrate computationally intensive analysis tools with a floorplanning that works to its best efficency provided the evaluation of the cost functions are rapid. Trajectory-based approaches were used to sample representative data points for congestion analysis and interpolate the the congestion metric during the optimization schedule. Efficient algorithms were also proposed for 3D clock routing, which acheived equal skews under uniform and worst thermal profiles. Other objectives such as wirelength, through-vias, and power were also handled.
3

Incorporando tecnologias 3d a tv digital e interativa: um estudo de estratégias de integração baseadas no middleware ginga

Souza, Daniel Faustino Lacerda de 05 July 2010 (has links)
Made available in DSpace on 2015-05-14T12:36:55Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 2757758 bytes, checksum: 190623edac59a5dd3d056de8a14e2653 (MD5) Previous issue date: 2010-07-05 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Recently, Brazil has defined its Digital Television standard. One of news in this model is the digitization of content transmitted by the broadcasters, which enables the convergence of applications and Internet services in interactive services for TV. In this sense, middleware for TV is the software which supports the implementation of such applications. The integration of 3D technologies in Digital Television environments extends the possibilities of interactivity and entertainment. Thus, the use of this technology can expand the range of research and business opportunities within the Interactive TV area. This work presents an architecture to support the execution of 3D applications on Digital Television environments. This architecture is based on DTV Brazilian middleware: Ginga. In this work are discussed strategies for integration of 3D technologies through execution and presentation environments of Ginga. Besides the definition of the architecture, this work presents a proof of concept for the new model presented as well as a performance analysis of the proposed solutions. Finally, a comparison is made between the solutions developed in order to determine which strategy is more feasible. / Recentemente o Brasil definiu seu padrão de TV Digital. Uma das novidades neste novo modelo é a digitalização do conteúdo transmitido pelas emissoras, que permite a convergência de aplicações e serviços de internet em serviços interativos para TV. Neste sentido, o middleware para TV é o software responsável por oferecer suporte à execução de tais aplicativos. A integração de tecnologias 3D a ambientes de TV Digital estende as possibilidades de interatividade e entretenimento. Através do uso deste tipo de tecnologia é possível ampliar o conjunto de possibilidades de pesquisa e negócios no âmbito da TV Interativa. Este trabalho apresenta uma arquitetura de suporte à execução de aplicações tridimensionais em ambientes de TVDI. Tal arquitetura é baseada no middleware brasileiro de TVDI: Ginga. Neste trabalho são discutidas as estratégias de integração de tecnologias 3D através dos ambientes de execução e apresentação do Ginga. Além da definição da arquitetura, este trabalho apresenta uma prova de conceito para o novo modelo apresentando, bem como uma análise de desempenho das soluções propostas. Por fim, é feita um estudo comparativo entre as soluções desenvolvidas, a fim de definir qual estratégia é mais viável.
4

Využití 3D technologií v muzejnictví / Proposal the Usage of 3D Technologies in Museum Branch

Paločko, Vladimír January 2011 (has links)
This thesis provides a theoretical study of museums and how today's available technologies for 3D visualization and virtual reality are used in present day museums to further its main objectives. It explores the technologies and proposes additional implementations by thorough analysis of the positive and negative effects and makes a brief overview on possible ways they may be financed.
5

Národní muzeum, jeho marketing a projekt pro zatraktivnění stálé expozice / National museum. Marketing, audience and project for attractive exhibition

Novotná, Lucie January 2008 (has links)
The thesis cocnsists of three parts. First, concern on musuems and marketing generally, point out the importance of the audience survey. Second part is a essence of this thesis. Gives information about National museum and its marketing. Part is the survey of National museum audience. The last part brings a suggestion of project based on results of surveys. This project is meant to make the exhobition of National museum more attractive for visitors.
6

Μελέτη τεχνολογιών τρισδιάστατης απεικόνισης και υλοποίηση πιλοτικού συστήματος για δυναμική παρουσίαση περιεχομένου στο διαδίκτυο / Study of web 3D technologies and pilot system implementation on web dynamic 3D content presentation

Γιαννακόπουλος, Μιχάλης 16 May 2007 (has links)
Η εργασία αυτή επικεντρώνεται στις τεχνολογίες τρισδιάστατης απεικόνισης στο διαδίκτυο. Αρχικά δίνεται μια σύντομη επισκόπηση των κυριότερων αντιπροσώπων των τεχνολογιών αυτών παρουσιάζοντας τα διακριτά χαρακτηριστικά τους. Στη συνέχεια, έχοντας πλέον περιγράψει τις δυνατότητες της τεχνολογίας αυτής, παρουσιάζεται η υλοποίηση ενός συστήματος που συνδυάζει στοιχεία της τεχνολογίας X3D με αυτή της HTML. Η εφαρμογή έχει ως στόχο να αναδείξει τις δυνατότητες συνεργασίας των δύο αυτών τεχνολογιών τόσο μεταξύ τους όσο και σε επίπεδο αλληλεπίδρασης με το χρήστη. / This study is focused on web 3D technologies. Starting with a short review of current major web 3D technology representatives, highlighting their distinct characteristics. Following, having all major capabilities of web 3D technology described, a system that combines X3D and HTML technologies is presented. This application aims on advancing the X3D and HTML unification benefits on internal and user interaction.
7

[en] 3D TECHNOLOGIES EXPERIMENTATION BY STUDENTS IN THE KINDERGARTEN IN THE CITY OF RIO DE JANEIRO / [pt] EXPERIMENTAÇÃO DE TECNOLOGIAS 3D POR ALUNOS DO ÚLTIMO ANO DA EDUCAÇÃO INFANTIL NA CIDADE DO RIO DE JANEIRO

MARIO RICARDO DA SILVA LIMA 26 July 2017 (has links)
[pt] As tecnologias 3D estão se consolidando em espaços profissionais e, entre suas possibilidades de uso, está seu emprego no contexto educacional. As pesquisas para desenvolvimento de tecnologias partem de um referencial ainda distante da realidade educacional e com predominância de visões advindas do público adulto. Nesse sentido, há espaço para o entendimento de como as crianças experimentam tais tecnologias - impressão 3D (manufatura aditiva), modelagem 3D e escaneamento 3D - no ambiente escolar da Educação Infantil. A presente pesquisa busca investigar qual a contribuição da experimentação das tecnologias 3D para a Educação Infantil, objetivando abrir possibilidades para o entendimento das formas de experimentação pelos alunos. A partir da leitura de documentos governamentais e de teóricos da educação e do desenvolvimento infantil, além do levantamento de outras experiências semelhantes, foi estruturado um experimento composto por três encontros, baseados no método de pesquisa-ação. O primeiro encontro ocorreu no espaço não formal do museu - para apresentação das tecnologias - e os outros dois no ambiente de sala de aula - para a experimentação e reflexão sobre as tecnologias. Para o experimento, foram selecionadas três turmas do último ano da Educação Infantil da escola Curiosa Idade, além do Museu Internacional de Arte Naif. Para a análise dos dados obtidos, foi utilizada a abordagem da Sociolinguística Interacional. Foi constatado que os alunos do último ano da Educação Infantil são capazes de compreender todo o processo, do escaneamento 3D de objetos, passando pela customização via modelagem 3D e chegando ao objeto modificado impresso em 3D. Além disso, verificou-se que a ludicidade e a criatividade são potencializadas pelo uso das tecnologias 3D. / [en] The 3D technologies are ever more present in professional spaces, and among their possibilities is their employment in the educational context. The research for technologies development starts from a referential still far from the educational reality and with visions coming predominatly from the perspective of adults. In this sense, there is room for understanding how children experience such technologies - 3D printing (additive manufacturing), 3D modeling and 3D scanning - in the preschool environment of Educação Infantil (brazilian stage similar to the Early Childhood Education). The present research seeks to investigate the contribution of the 3D technologies experimentation to Educação Infantil, aiming to open possibilities for the understanding of the ways of experimentation by the students. Having reviewed governmental documents and education and child development theorists, besides surveying similar experiences, an experiment was structured consisting of three meetings, based on the action-research method. The first meeting took place in the museum s non-formal space - for the presentation of technologies - and the other two in the classroom environment - for experimentation and reflection on technologies. For the experiment, three groups attending the kindergarten at the Curiosa Idade school, as well as the International Museum of Naif Art, were selected. For the analysis of the obtained data, the approach of Interactional Sociolinguistics was applied. It was found that the students of the kindergarten are able to understand the whole process, from the 3D scanning of objects, to the customization through 3D modeling and to the modified object 3D printed. In addition, it has been found that playfulness and creativity are enhanced by the mediated use of 3D technologies.
8

[en] 3D PROPEDEUTICS VISUALIZATION: TECHNOLOGIES TO SUPPORT CLINICAL DECISION-MAKING / [pt] PROPEDÊUTICA COM VISUALIZAÇÃO 3D: TECNOLOGIAS PARA SUPORTE À TOMADA DE DECISÃO

LEONARDO FRAJHOF 22 October 2020 (has links)
[pt] O objetivo desta pesquisa é projetar serviços da propedêutica clínica considerando o uso da tecnologia de visualização tridimensional como linguagem e fonte de dados para apoiar o raciocínio das decisões clínicas. Visando projetar esse serviço, avaliamos o potencial de algumas tecnologias de visualização tridimensional que poderiam ser úteis para apoiar a propedêutica: visualização de modelos em ambientes virtuais (imersão em Realidade Virtual ); projeção de modelos tridimensionais na realidade visualizados por smartphones (Realidade Aumentada); modelos impressos em 3D. Optamos por projetar um produto que seria o objeto de investigação aprofundada nesta pesquisa: um ambiente virtual para a visualização de casos clínicos reais por meio de óculos de realidade aumentada. Para realizar esta pesquisa um artefato para a visualização de casos clínicos reais por meio de Realidade Virtual (RV) e Realidade Aumentada (RA) foi projetado. O artefacto foi nomeado como ProVis3D e foi desenvolvido para que os médicos assistentes visualizassem, de forma tridimensional, imagens médicas em posição anatômica, mantendo as relações espaciais entre órgãos e vasos de forma fidedigna, para o que é proposto como precisão pelo método, e correspondendo a sua posição no mundo real, ou seja, como estas estão dispostas no interior do corpo humano. Além de poderem ser visualizadas, há possibilidade de interação com as imagens, simulando a percepção táctil, e de produzir sua movimentação: tocar em órgãos segmentados, vasos e vísceras, separar estas estruturas, aumentar seu tamanho e fazer a rotação do objeto em torno de seu eixo. Uma avaliação empírica foi realizada nesta pesquisa, na perspectiva epistemológica-metodológica projetiva Design Science Research (DSR), utilizando como metodologia projetando diferentes casos, com cinco unidades de análise (cada médico convidado para usar o artefato da pesquisa consiste em uma unidade de análise nesta pesquisa). A abordagem foi observacional e interpretativa, com a finalidade de compreender e refletir sobre o comportamento do médico, especialmente a sua tomada de decisão, quando utiliza o artefato desenvolvido nesta pesquisa. Foram projetadas diferentes cenas para possibilitar a observação das experiências dos usuários do ProVis3D (médicos especialistas e não especialistas) ao visualizar imagens médicas em contextos anatômicos reais (reconstrução 3D a partir de exames de tomografia computadorizada e modelos 3D coloridos com todas as estruturas nas suas posições reais) e ao interagir com essas imagens por meio de Realidade Aumentada. A cena virtual consiste em uma imagem tridimensional dinâmica, que pode ser manipulada para apoiar um cirurgião no seu planejamento cirúrgico ou apoiar um radiologista a complementar seu laudo na estação de trabalho (workstation). Os médicos visualizam a cena inicialmente em RV e posteriormente em RA. Duas questões foram elaboradas para o estudo: 1) Será que o artefato realmente possibilita obter informação de valor para a tomada de decisão clínica?; 2) Será que essa tecnologia de visualização realmente cria uma linguagem que possibilita aos médicos produzirem novos conhecimentos? A partir desse estudo, foi demonstrado que artefato ProVis3D tem potencial para apoiar a decisão clínica e que a tecnologia interativa de visualização tridimensional, em Realidade Aumentada, cria uma linguagem, faz os médicos conversarem de um modo diferente, sobre coisas que não estão habituados, possibilitando aos médicos produzirem novos conhecimentos. / [en] The objective of this research is to design a clinical propaedeutic services considering the use of three-dimensional visualization technology as a language and data source to support the reasoning of clinical decisions. In order to design this service, we evaluated the potential of some three-dimensional visualization technologies that could be useful to support the propaedeutics: visualization of models in virtual environments (immersion in Virtual Reality); projection of three-dimensional models in reality viewed by smartphones (Augmented Reality); 3D printed models. We opt to design a product that should be the object of further investigation in this research: a virtual environment for viewing real clinical cases through augmented reality glasses. In order to accomplish this research, an artifact for visualization of real clinical cases through Virtual Reality (VR) and Augmented Reality (AR) was designed The artifact was named as ProVis3D and was designed for assisting physicians to view medical images in an anatomical position and three-dimensional manner, maintaining spatial relationships between organs and vessels reliably as corresponding to their position in the real world and arranged within the human body. Besides being able to be visualized, there is a possibility for interact with the images, simulating the tactile perception, and producing its movement: touching segmented organs, vessels and viscera, separating these structures, increasing their size and rotating the object around them. its axis. An empirical evaluation was performed in this research, in the projective epistemological-methodological perspective Design Science Research (DSR), designing different cases with five units of analysis (each physician invited to use the research artifact consists of one unit of analysis in this research). The approach was observational and interpretative, with the purpose of understanding and reflecting on the physician s behavior, especially his decision making, when using the artifact developed in this research. Different scenes have been designed in order to observe experiences on ProVis3D s users (medical specialists and non-specialists) when viewing medical images in real anatomical contexts (3D reconstruction from CT scans and full-color 3D models with all structures in place) and interacting with these images through augmented reality. The virtual scene consists of a dynamic three-dimensional image that can be manipulated to support a surgeon on his surgical planning or support a radiologist to complement his workstation report. Doctors view the scene initially in RV and later in RA. Two questions were elaborated for the study: 1) Does the artifact really make it possible to obtain valuable information for clinical decision making? 2) Does this visualization technology really create a language that enables doctors to produce new knowledge? It has been demonstrated that ProVis3D artifact has the potential to support clinical decision making and that the augmented reality interactive three-dimensional visualization technology creates a language; it makes doctors talk differently about things they are not used to, enabling doctors to produce new knowledge.

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