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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.
71

Creating an Autonomously Interactive Virtual Character

Zhang, Liang 12 July 2023 (has links)
This thesis describes a set of techniques and methods to create an autonomously interactive character as a virtual opponent in a Virtual Reality (VR) application for anticipation training in sports karate. Convincing karate movements are created by blending adequate motion capture data in real-time with motion blending. Attack techniques with a precise attacking position are achieved by using hybrid Inverse Kinematics. Stepping movements are created with a motion graph approach, enabling the virtual character to adapt the position relative to the user’s position. An offline preprocessing method is proposed to cope with a large amount of motion capture data. The realized character can autonomously and interactively respond to the trainee’s movement and perform a suitable hand attack. A user study among karate athletes shows a general acceptance of the implemented system as a useful tool for anticipation training.:List of Figures List of Tables 1 Introduction 2 Human Motion Synthesis and Animation 3 Combining Inverse Kinematics with Motion Blending 4 Automatic Motion Base Creation 5 Create an Autonomous Interactive Character 6 Conclusion and Discussion Appendices Bibliography
72

Integrating Change Through Documentation of Experience for Immersive Media

arden, sasha 08 August 2024 (has links)
Immersive media (IM) is a class of technologies that aim to create an immersive environment for viewers, such as virtual reality (VR), augmented reality (AR), mixed reality (MR or XR), and 360° or panoramic projection installations. The preservation of immersive media is a growing field of research and practice, whether for historical reference of these technologies, or for re-exhibition of artistic/creative works. IM benefits from existing strategies developed for preservation of complex digital and physical media such as software-based art and installation artworks, but the unique characteristics of IM lead to unique preservation needs. Exploring how these needs may be met through expanded documentation and cataloging practices prompts reflection on how such changes could set larger institutional shifts into motion.
73

An investigation into web-based panoramic video virtual reality with reference to the virtual zoo

Chen, Wu-Hsiung January 2010 (has links)
Panoramic image Virtual Reality (VR) is a 360 degree image which has been interpreted as a kind of VR that allows users to navigate, view, hear and have remote access to a virtual environment. Panoramic Video VR builds on this, where filming is done in the real world to create a highly dynamic and immersive environment. This is proving to be a very attractive technology and has introduced many possible applications but still present a number of challenges, considered in this research. An initial literature survey identified limitations in panoramic video to date: these were the technology (e.g. filming and stitching) and the design of effective navigation methods. In particular, there is a tendency for users to become disoriented during way-finding. In addition, an effective interface design to embed contextual information is required. The research identified the need to have a controllable test environment in order to evaluate the production of the video and the optimal way of presenting and navigating within the scene. Computer Graphics (CG) simulation scenes were developed to establish a method of capturing, editing and stitching the video under controlled conditions. In addition, a novel navigation method, named the “image channel” was proposed and integrated within this environment. This replaced hotspots: the traditional navigational jumps between locations. Initial user testing indicated that the production was appropriate and did significantly improve user perception of position and orientation over jump-based navigation. The interface design combined with the environment view alone was sufficient for users to understand their location without the need to augment the view with an on screen map. After obtaining optimal methods in building and improving the technology, the research looked for a natural, complex, and dynamic real environment for testing. The web-based virtual zoo (World Association of Zoos and Aquariums) was selected as an ideal production: It had the purpose to allow people to get close to animals in their natural habitat and created particular interest to develop a system for knowledge delivery, raising protection concerns, and entertaining visitors: all key roles of a zoo. The design method established from CG was then used to develop a film rig and production unit for filming a real animal habitat: the Formosan rock monkey in Taiwan. A web-based panoramic video of this was built and tested though user experience testing and expert interviews. The results of this were essentially identical to the testing done in the prototype environment, and validated the production. Also was successfully attracting users to the site repeatedly. The research has contributed to new knowledge in improvement to the production process, improvement to presentation and navigating within panoramic videos through the proposed Image Channel method, and has demonstrated that web-based virtual zoo can be improved to help address considerable pressure on animal extinction and animal habitat degradation that affect humans by using this technology. Further studies were addressed. The research was sponsored by Taiwan’s Government and Twycross Zoo UK was a collaborator.
74

The development and applications of serious games in the public services : defence and health

Paraskevopoulos, Ioannis January 2014 (has links)
The latest advances of Virtual Reality technologies and three-dimensional graphics, as well as the developments in Gaming Technologies in the recent years, have stemmed the proliferation of Serious Games in a broader spectrum of research applications. Among the most popular areas of application are public services such as Defence and Health, where digital technologies realise new challenges and opportunities for research and development of Serious Games and for a variety of contexts. As with all games, the user engagement is elevated and apart from the entertaining aspect, Serious Games serve as a novel and promising alternative experience to knowledge transfer. Furthermore, Serious Games bring to the end user and the overall society a series of attractive benefits. These benefits include safety, cost-effectiveness, increased motivation and personalisation. Hence, this Thesis aims to investigate novel approaches of developing Serious Games that utilise the recent advances of Virtual Reality and Gaming Technology and facilitate the aforementioned benefits. The process of design and development of the novel tools and applications follow an iterative manner and are driven by the review of the available literature as well as end-user feedback.
75

Etude de l'infuence de la séparation des degrés de liberté pour la manipulation 3-D à l'aide de surfaces tactiles multipoints / Study of the influence of the separation of degrees of freedom for 3-D manipulation using multitouch displays

Martinet, Anthony 03 October 2011 (has links)
Inventées au milieu des années 1980, nous assistons actuellement au développement à grande échelle des interfaces tactiles multipoints. Par comparaison avec la souris, les écrans multipoints nécessitent un nouveau processus d'étude afin de comprendre les changements apportés par cette technologie. Le travail déjà effectué avec d'autres périphériques d'entrée doit être repris à zéro afin de formuler de nouvelles théories pour la création d'interfaces tactiles multipoints. La manipulation à trois dimensions (3-D) d'un objet nécessite le contrôle de six degrés de liberté. Trois sont responsables de la position de l'objet et trois contrôlent son orientation. Dans ce mémoire, nous nous focalisons sur la manipulation 3-D d'un objet à l'aide de surfaces tactiles multipoints. Plus précisément, nous avons étudié le lien entre le périphérique d'entrée (ici la surface multipoint) et la tâche à effectuer (ici la manipulation 3-D). En premier lieu, nous avons introduit une taxonomie pour la représentation des techniques d'interaction 3-D spécifiques aux écrans multipoints. Cette taxonomie nous a permis de mettre en avant l'influence des stratégies de conception des techniques en termes d'intégration de degrés de liberté. Par la suite, nous avons mené une étude concernant les techniques d'interactions permettant le positionnement 3-D d'un objet. Nous avons présenté deux nouvelles techniques, tirant profit des capacités offertes par les écrans multipoints. L'évaluation de ces techniques nous révéla des conclusions quant à la coordination de l'utilisateur dans la réalisation de la tâche. Enfin, nous avons introduit une nouvelle technique d'interaction de manipulation 3-D. Cette technique a été évaluée plus rapide que les techniques existantes et nous avons pu déterminer les raisons expliquant cette performance accrue. Ces travaux, qui s'intéressent à la coordination de l'utilisateur lors de la réalisation de tâches 3-D à l'aide de surfaces multipoints, recommandent une approche favorisant la séparation des degrés de liberté, dans le but de pouvoir paralléliser les actions de l'utilisateur afin de tirer profit de la bande passante d'entrée plus importante offerte par les écrans multipoints. / Invented in the mid-1980s, we are currently witnessing large-scale development of multitouch interfaces. Compared with the traditional mouse, multitouch displays require rethinking from scratch interaction techniques in order to understand the changes brought by this technology and formulate new theories. Manipulating three-dimensional (3-D) objects require the control of six degrees of freedom. Three are responsible for the object's position and three control the orientation. In this work, we focused on 3-D manipulation of an object using multitouch displays. Specifically, we studied the relationship between the input device (the multitouch display) and the task (3-D manipulation). First, we introduced a taxonomy for the representation of 3-D interaction techniques specific to multitouch displays. This taxonomy allowed us to highlight the influence of design strategies in terms of integration of degrees of freedom.Subsequently, we conducted a study of interaction techniques for 3-D positioning of an object. We presented two new techniques, which take advantage of capabilities offered by multitouch displays. The evaluation of these techniques revealed us results regarding the user coordination in realizing the task. Finally, we introduced a new interaction technique to handle 3-D manipulation. This technique was evaluated faster than existing techniques and we were able to determine the reasons for the improved performance.This work, which focus on the user coordination when using multitouch displays to perform 3-D tasks, recommend an approach that favors the separation of degrees of freedom, in order to parallelize the user actions so as to take advantage of the extra input bandwidth offered by this type of input devices.
76

Making the invisible visible in constructionist learning tasks : an explanation framework based on a Pedagogical Virtual Machine (PVM)

Alrashidi, Malek January 2017 (has links)
In today’s digital world, the use of diverse interconnected physical computer based devices, typified by the Internet-of-Things, has increased, leaving their internal functionalities hidden from people. In education, these hidden computational processes leave learners with s vagueness that obscures how these physical devices function and communicate in order to produce the high-level behaviours and actions they observe. The current approach to revealing these hidden worlds involves the use of debugging tools, visualisation, simulation, or augmented-reality views. Even when such advanced technologies are utilised they fail to construct a meaningful view of the hidden worlds that relate to the learning context, leaving learners with formidable challenges to understand the operation of these deep technologies. In working towards a solution to this challenge, this thesis combines computing and pedagogical models in a novel way to improve learning and teaching of computer science. This framework (a combination of computational and pedagogical models) is the core contribution of my thesis and has been given the name a Pedagogical Virtual Machine or PVM). It aims to extract learning-related information from the underlying computers that make up the education focus by providing a layered analysis of the technical and pedagogical processes that interact together for any given learning activity (in the context of learning about embedded computing). It adopts an object-oriented perspective that deconstructs computation and learning into objects, while taking inspiration from the Java Virtual Machine ideas, thereby building on existing paradigms of 'learning objects', 'object oriented programming' and virtual machines. In this way it addresses the challenge of linking both computing and learning activities in a standardised way across a multiplicity of computing and learning environments. The use of augmented reality (AR), and its ability to reveal deep technologies, further improves the effectiveness of the PVM framework introduced above by superimposing data, in real-time, concerning the invisible computational processes being explored by the learners. Applications that learners and developers might use this PVM tool for are typified by topics such as the Internet of Things, pervasive computing and robotics. The study presented in this thesis is based on the latter, robotics. The learning effectiveness of an AR based PVM approach was evaluated in two educational experiments that concerned students learning to program a desk-based robot (which was used as an example of an embedded-computer). The two experiments were conducted with computer-science students from the University of Essex and differed in the level of complexity. The results showed that PVM with AR significantly improved the students’ learning achievement and performance than those who used traditional learning environments. In addition, the PVM with AR made a positive difference to students learning experience, supporting the use of PVM with AR in educational activities that involved dealing with abstract technologies.
77

Resource allocation for multi-sensory virtual environments

Doukakis, Efstratios January 2016 (has links)
Fidelity is of key importance if virtual environments are to be used as authentic representations of real life scenarios. However, simulating the multitude of senses that comprise the human sensory system is a computationally challenging task. With limited computational resources it is essential to distribute these carefully in order to simulate the most ideal perceptual experience for the user. This thesis investigates this balance of resources across multiple scenarios where combined audio, visual and olfactory cues are delivered to the user. Starting with bi-modal virtual environments where audio and visual stimuli are delivered to the users, a subjective experimental study, denoted as E1, was undertaken where participants (N = 35) allocated five fixed resource budgets for adjusting the quality of the displayed graphics and acoustics stimuli. In this experiment, increasing the quality of one of the sensory stimuli decreased the quality of the other. Findings demonstrate that participants allocate more resources to graphics, however as the computational budget is increased the allocation ratio between graphics and acoustics decreases significantly. Based on the results, an audio-visual quality prediction model is proposed and successfully validated against previously untested budgets and scenarios. The introduction of realistic olfactory stimuli is considered necessary if multisensory virtual environments are to be used as genuine representations of real life experiences. The estimation and delivery of smell impulses includes many challenges and significantly differs from the methods used for computing and displaying auditory and visual cues. Furthermore, the absence of a quality metric for assessing olfactory stimuli makes the introduction of an olfactory quality scale in the resource allocation framework significantly challenging. The work presented in this thesis investigates whether better spatial discretisation of the computational domain, a frequently used technique for increasing numerical stability in fluid transport simulations, can be used as a successful smell quality metric that can elicit a perceptual impact to the users of the virtual environment. In this context, better spatial discretisation levels are evaluated based on the estimation of the Just Noticeable Difference (JND) threshold for smell intensity using an experimental study (N = 20) and implemented in two phases. This experiment is denoted as E2 throughout this thesis. Findings demonstrate that the JND threshold is larger than the concentration differences given by progressively accurate smell transport simulations. This outcome enables computational savings from avoiding exhaustive smell transport simulations that provide no perceptual benefit to the user. Having considered the limitations associated with assessing smell impulses in terms of quality, a third experimental study is proposed, denoted as E3, and is exploited for resource allocation in tri-modal virtual environments. The experimental layout of E3 (N = 25) builds on the framework proposed in E1 including the delivery of physically accurate smell impulses to the user. The display of the smell bursts is implemented in a binary fashion (two levels or ON/OFF smell) along with the quality levels for the senses of vision and hearing as selected in E1. The smell concentration level presented in this experiment follows from the results of the JND threshold estimation for odour concentration presented in the psychophysics study E2. In conclusion, the research presented, shows that human preference criteria can be fully exploited in the design and delivery of multi-sensory virtual experiences. Experimental data can be used to derive computationally inexpensive prediction models that direct resource allocation in rendering pipelines where diverse sensory stimuli are simulated and delivered to the users.
78

Χρήση εικονικών χαρακτήρων (avatars) σε εκπαιδευτικό περιβάλλον εικονικής πραγματικότητας

Κοτσιφάκος, Ευάγγελος 29 August 2008 (has links)
Τα περιβάλλοντα εικονικής παραγματικότητας είναι ένα κατάλληλο μέσο προκειμένου κάποιος να μπορέσει να εκπαιδευτεί και να εξασκηθεί εκ του ασφαλούς σε καταστάσεις που στον πραγματικό κόσμο θα ήταν δύσκολο και ίσως επικίνδυνο για αυτόν που εκπαιδεύεται αλλά και για όσους άλλους εμπλέκονται στην εκπαιδευτική διαδικασία. Μία τέτοια κατάσταση είναι και η εκδήλωση σεισμικής δραστηριότητας σε μία σχολική τάξη. Στόχος της συγκεκριμένης διπλωματικής εργασίας είναι η δημιουργία ενός εκπαιδευτικού εικονικού περιβάλλοντος για την προσομοίωση του φαινομένου του σεισμού και η χρήση εικονικών χαρακτήρων (avatars) για την δημιουργία ενός ρεαλιστικού σεναρίου που θα λάβει χώρα μέσα στο εικονικό περιβάλλον. Στα πλαίσια της συγκεκριμένης διπλωματικής εργασίας ορίζεται η έννοια της εικονικής πραγματικότητας, περιγράφονται τα συστήματα εικονικής πραγματικότητας καθώς και ο εξοπλισμός hardware ο οποίος είναι απαραίτητος για τη δημιουργία και χρήση εφαρμογών εικονικής πραγματικότητας. Επίσης περιγράφονται οι εφαρμογές της σε όλες της φάσεις και τους τομείς της ζωής μας καθώς και η υπάρχουσα κατάσταση στον Ελλαδικό χώρο. Για το εικονικό περιβάλλον που έχει δημιουργηθεί με τη χρήστη του 3D Studio Max, που είναι μια εικονική τάξη, περιγράφονται τα αντικείμενα που υπάρχουν σε αυτή καθώς και ο τρόπος εξαγωγής αυτής και των αντικειμένων της σε κατάλληλο λογισμικό εικονικής πραγματικότητας Virtools προκειμένου να καθοριστεί η περαιτέρω συμπεριφορά τους. Επιπλέον δίνεται έμφαση στην εισαγωγή εικονικών χαρακτήρων (avatars), στο εικονικό περιβάλλον που έχει δημιουργηθεί. Περιγράφεται αναλυτικά η εισαγωγή του εικονικού χαρακτήρα στο περιβάλλον της εικονικής τάξης καθώς και τρόποι και τεχνικές όσον αφορά τη συμπεριφορά των εικονικών χαρακτήρων με τη βοήθεια των animations. Δίνεται η δυνατότητα στο χρήστη να ελέγξει ο ίδιος και να καθορίσει της κινήσεις του εικονικού χαρακτήρα μέσα στο εικονικό περιβάλλον και να τον κινεί μέσα στον εικονικό χώρο όπως θα συνέβαινε στην πραγματικότητα. Ακόμα, έχει δημιουργηθεί ένα συμβάν σεισμού όπου συγκεκριμένος εικονικός χαρακτήρας αντιδρά λάθος κατά τη διάρκεια του φυσικού φαινομένου με στόχο η συγκεκριμένη αντίδραση να είναι παράδειγμα προς αποφυγή σε αυτούς που το παρακολουθούν (μαθητές) και να εξοικιωθούν με το ενδεχόμενο εκδήλωσης σεισμού στην τάξη. Γίνεται προσπάθεια απομυθοποίησης του φαινομένου του σεισμού με ευχάριστο και ασφαλή τρόπο. / Environments of virtual reality are a suitable means in order that somebody it can be educated and practiced from sure in situations that in the real world would be difficult and perhaps dangerous for the one that is educated but also for those who other they are involved in the educational process. A such situation is also the event of seismic activity in a school order. Objective of particular diplomatic work is the creation of educational virtual environment for the simulation of this phenomenon of earthquake and the use of virtual characters (avatars) for the creation of realistic script that will take place in the virtual environment. In the frames of particular diplomatic work is fixed the significance of s virtual reality, is described the systems of virtual reality as well as the equipment hardware which is essential for the creation and use of applications of virtual reality. Also are described her applications in all phases and the sectors of our life as well as the existing situation in the Hellenic space. For the virtual environment that has been created with the user of the 3 D Studio Max, that is a virtual order, are described the objects that exist in this as well as the way of export of this and her objects in suitable software of virtual reality Virtools so that is determined their further behavior. Moreover is given accent in the import of virtual characters (avatars), in the virtual environment that has been created. Are analytically described the import of virtual character in the environment of virtual order as well as ways and techniques with regard to the behavior of virtual characters with the help animations. Is given the possibility in the user checks himself and of determining her movements of virtual character in the virtual environment and him of moving in the virtual space as it would happen actually. Still, has been created a incident of earthquake where concrete virtual character reacts error at the duration of natural phenomenon in order the particular reaction is example to reject in those where watching (students) and familiarize with the possibility of event of earthquake in the order. Becomes effort of demystification of phenomenon of earthquake with pleasant and sure way.
79

On the interaction of function, constraint and complexity in evolutionary systems

Davies, Adam January 2014 (has links)
Biological evolution contains a general trend of increasing complexity of the most complex organisms. But artificial evolution experiments based on the mechanisms described in the current theory generally fail to reproduce this trend; instead, they commonly show systematic trends of complexity minimisation. In this dissertation we seek evolutionary mechanisms that can explain these apparently conflicting observations. To achieve this we use a reverse engineering approach by building computational simulations of evolution. One highlighted problem is that even if complexity is beneficial, evolutionary simulations struggle with apparent roadblocks that prevent them from scaling to complexity. Another is that even without roadblocks, it is not clear what drives evolution to become more complex at all. With respect to the former, a key roadblock is how to evolve ‘irreducibly complex’ or ‘nondecomposable’ functions. Evidence from biological evolution suggests a common way to achieve this is by combining existing functions – termed ‘tinkering’ or ‘building block evolution’. But in simulation this approach generally fails to scale across multiple levels of organisation in a recursive manner. We provide a model that identifies the problem hindering recursive evolution as increasing ‘burden’ in the form of ‘internal selection’ as joined functions become more complex. We show how having an ontological development process that occurs by local growth, as present in most complex biological organisms, resolves this problem, enabling evolution to occur recursively. Meanwhile, to understand what drives complexity in evolution we provide a model showing that under certain conditions a well-studied concept from the computational study of algorithms – complexity lower bounds – applies in evolution. The model shows how the ‘difference’ between the conditions required by an organism’s replicator and its external environment results in a minimum complexity floor that varies as the external environment changes. We find that selection in such a system produces a system-wide, overall trend of increasing complexity of the most complex organisms (as environments are colonised), coupled with local trends of complexity minimisation in individual environments (as evolution seeks to minimise its cost of resources) –thereby resolving the tension between biological observations and theoretical outcomes. Our simulations and analytic results demonstrate (a) how evolution can, when complexity is beneficial, scale to complexity over multiple organisational levels, and (b) the conditions in which complexity is beneficial in evolution. These models describe a set of phenotypic, ontogenetic and environmental conditions that are generally present in biological evolution, in which evolution consistently generates an overall trend of increasing complexity of the most complex organisms.
80

Techniques de production, d'exploration et d'analyse d'environnements archéologiques virtuels / Production, exploration and analysis techniques of virtual archaeological environments

Barreau, Jean-Baptiste 10 July 2017 (has links)
Si les possibilités de numérisation 3D de la présente réalité d'un site archéologique par le biais des dernières techniques d'acquisition 3D (photogrammétrie/scan laser) aident à la compréhension de son fonctionnement, elles peuvent aussi permettre de véritables hypothèses de reconstitutions de celui-ci tel qu'il a pu l'être à une époque donnée. Les besoins de la communauté archéologique concernant ces restitutions de structures ou d'environnements sont en effet considérables car, au-delà d'un intérêt évident en termes de valorisation du patrimoine, celles-ci permettent de véritablement mieux appréhender leurs fonctionnements et les sociétés qui les ont occupés. C'est partant de ce contexte que le premier objectif de cette thèse a été d'opérer, traiter et analyser différents niveaux de production d'environnements archéologiques 3D pour la recherche archéologique. Le second objectif a concerné la conception et la mise en place de méthodes d'interactions et de simulations immersives pour que les archéologues puissent démontrer certaines hypothèses, notamment en travaillant sur la perception d'indices visuels pertinents. / The possibilities of 3D digitisations of an archaeological site's current reality help to understand how it works, but they can also enable hypothesis about the reconstitutions of the site as it should have been in the past. Indeed the needs of archaeologists in the reproductions of those structures or environments are significant because, beyond an obvious advantage in terms of valuation of the heritage, they make it possible to understand better their organisation and the people that lived there. It is from this context that the first objective of this thesis was to operate, process and analyze different levels of 3D archaeological environments production for archaeological research. The second objective has concerned the design and implementation of immersive interaction and simulation methods so that archaeologists could demonstrate certain hypotheses, in particular by working on the perception of relevant visual cues / Se le possibilità di digitalizzazione 3D della situazione presente di un sito archeologico tramite le ultime tecniche di acquisizione 3D ( fotogrammetria, scan laser) aiutano alla comprensione del suo funzionamento, possono permettere anche delle veritiere ipotesi di ricostituzione di come esso potesse essere ad una determinata epoca. I bisogni della comunità archeologica riguardo a queste restituzioni di strutture o ambienti sono in effetti considerevoli poiché, al di là di un evidente interesse in termini di valorizzazione di patrimonio, permettono di comprendere al meglio i loro funzionamenti e le società che li hanno occupati. E' a partire da questo contesto, che il primo obbiettivo di questa tesi è stato quello di operare, trattare e analizzare diversi livelli di produzione di ambienti archeologici 3D per la ricerca archeologica. Il secondo obbiettivo riguarda la concezione e la realizzazione di metodi di interazione e di simulazione immersivi affinchè gli archeologi possano mostrare certe ipotesi, in particolar modo lavorando sulla percezione di indici visuali pertinenti. / Se as possibilidades de digitalização 3D da realidade actual de um sítio arqueológico através das mais recentes técnicas de aquisição 3D (fotogrametria / laser scanning) ajudam à compreensão do funcionamento do mesmo, elas possibilitam, também, hipóteses de reconstituição do sítio tal como este seria no passado. As necessidades da comunidade arqueológica no que concerne a reproduções de estruturas ou de ambientes são, sem dúvida, consideráveis, uma vez que, para além do claro interesse em termos de valorização do património, estas permitem uma melhor apreensão dos seus funcionamentos e das sociedades que os ocuparam. Neste contexto, o primeiro objectivo da presente dissertação foi o de criar, processar e analisar diferentes níveis de produção de ambientes arqueológicos 3D destinados à investigação arqueológica. O segundo objectivo visou a concepção e a implementação de métodos de interacção e simulação imersivas para que os arqueólogos pudessem demonstrar determinadas hipóteses, em particular incidindo na percepção de índices visuais pertinentes. / 最新の3次元データー収集技術(写真計測・レーザースキャン)による遺跡の現状の3次元デジタル化により、遺跡の仕組みの理解が容易となり、過去の様子を再現し仮説を立てることも可能となる。遺構や古環境の復元は、埋蔵文化財の活用を支えるという明白な寄与だけでなく、遺跡の様々な利用や古文化の理解を深める役割を果たすため、考古学界にとって非常に重要である。そういう事情で、本論文の目的は第一に、考古学的研究のために多様レベルの3d考古学環境を操作し、処理、分析する事であった。第二の目的は、没入型インタラクションとシミュレーション手法の構想と実装であり、特に適切な視覚的手がかりの知覚を用いて、考古学者の特定の仮説を支えることであった。 / Si las posibilidades de digitalización 3D de la realidad presente de un sitio arqueológico a través de las últimas técnicas de adquisición 3D (fotogrametría / escaneo láser) ayudan a entender su funcionamiento, también permiten auténticas hipótesis de reconstrucción de éste tal y como pudo ser en cierta época. Las necesidades de la comunidad arqueológica cuanto a estas restituciones de estructuras o de entornos son de hecho considerables pues, además del interés evidente en términos de valorización del patrimonio, estas permiten de concebir realmente mejor tanto sus funciones como las sociedades que los han ocupado. Es partiendo de este contexto que el primer objetivo de esta tesis ha sido el de realizar, tratar y analizar diferentes niveles de producción de entornos arqueológicos 3D para la investigación arqueológica. El segundo objetivo ha abarcado la concepción y el establecimiento de métodos de interacciones y de simulaciones inmersivos para que los arqueólogos puedan demostrar ciertas hipótesis, especialmente trabajando sobre la percepción de indicios visuales pertinentes. / Die 3D-Digitalisierung biete die Möglichkeit die aktuelle Realität einer archäologischen Stätte abzubilden und damit zu versehen wie diese funktioniert. Zudem können sie auch Hypothesen über die Wiederherstellung der Stätte ermöglichen, so wie diese in der Vergangenheit hätte aussehen sollen. In der Tat sind die Erkenntnisse der Archäologen bei der Reproduktion dieser Strukturen oder deren Umgebungen bedeutsam, da sie einen offensichtlichen Vorteil hinsichtlich der Bewertung und des Verständnisses über die Herkunft, die Organisation und die Menschen, die dort lebten, ermöglichen. Vor diesem Hintergrund war das erste Ziel dieser Arbeit, verschiedene Ebenen der 3D-Archäologie für die archäologische Forschung zu bearbeiten, zu prozessieren und anschließend zu analysieren. Das zweite Ziel dieser Arbeit befasste sich mit dem Entwurf und der Implementierung von Interaktions- und Simulationsmethoden. mit denen die Archäologen, dann bestimmte Hypothesen demonstrieren könnten. Insbesondere durch die Verarbeitung der Wahrnehmung von relevanten visuellen Hinweisen. / Möjligheten att 3D-digitalisera ett arkeologiskt områdes nuvarande tillstånd underlättar förståelsen av området, och kan generera hypoteser kring hur området kan ha sett ut tidigare. Arkeologers behov av att återskapa strukturer och miljöer är betydande, eftersom det inte bara förenklar värderingen av fynden, utan för att det också gör det möjligt att bättre förstå hur miljön var organiserad och fösta människorna som levde där. Utifrån denna kontext är det första syftet med denna avhandling att styra, bearbeta och analysera olika nivåer av produktion av arkeologiska 3D-modeller för arkeologisk forskning. Det andra syftet rör design och implementering av immersiva interaktions- och simuleringsmetoder för att arkeologer ska kunna visa specifika hypoteser, särskilt genom varseblivning av relevanta visuella signaler.

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