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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.
261

Analise de simulação de cruzamento semaforizado

Pozzetti, Paulo Henrique 28 February 2002 (has links)
Orientador: Regina Coeli Ruschel / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Civil / Made available in DSpace on 2018-08-03T15:07:52Z (GMT). No. of bitstreams: 1 Pozzetti_PauloHenrique_M.pdf: 12770381 bytes, checksum: d6fce90f00c39040e03c0b8a9aa801ed (MD5) Previous issue date: 2002 / Resumo: Da concorrência entre os elementos participantes do sistema de circulação surgem os conflitos, que em seus maiores graus de severidade se transformam em acidentes de trânsito. Estes acidentes devem ser analisados sobre diversos pontos de vista para que sua compreensão possa ajudar em medidas corretivas. Este trabalho visa identificar a influência de painéis dinâmicos de propaganda no tempo de percepção e reação do motorista, na visualização do conjunto semafórico, em cruzamentos com altos Índices de acidentes na cidade de São Paulo, através de simulação animada em 2D em ambiente computacional. Através dos dados sobre acidentes, foi selecionado na cidade de São Paulo, o cruzamento da Av. Rebouças com a Av. Brigadeiro Faria Lima para a simulação, definindo um modelo genérico envolvendo: distância de frenagem e distância percorrida durante os tempos de percepção. Para o teste de hipóteses variadas analisou-se a interferência dos parâmetros velocidade, tempo de percepção e campo de visão do grupo focal. O modelo foi elaborado através dos registros fotográficos do local, sendo gerados 36 filmes. Cada filme representava uma combinação diferente das variáveis. Os filmes foram apresentados para grupos de usuários para a identificação da cor do semáforo: o primeiro na Faculdade de Engenharia Civil da UNICAMP e o segundo na CET - Companhia de Engenharia de Tráfego - SP, totalizando 180 participantes. identificação da cor do semáforo: o primeiro na Faculdade de Engenharia Civil da UNICAMP e o segundo na CET - Companhia de Engenharia de Tráfego - SP, totalizando 180 participantes. Ao se analisar os dados obtidos nota-se que as variáveis com maior significância estatística, na visualização do grupo focal, para o modelo desenvolvido, foram as variáveis velocidade, tempo de percepção e a presença do painel. Surpreendentemente a presença do painel atrás do grupo focal contribui para uma correta identificação do semáforo. Observou-se que para velocidades maiores o nível de indefinição na identificação do semáforo é maior. A adoção de tempos de percepção e reação maiores que dois segundos são recomendáveis. Para o modelo desenvolvido não foram relevantes a familiaridade com o local e o ambiente em que os testes foram aplicados. Percebe-se que uma simulação animada em 2D montada em programa para ambientes de navegação para WWW pode incrementar a análise de segurança viária / Abstract: Conflicts emerge from the competition between elements participating in the circulation system, when these achieve severe degree traffic accidents occur. These accidents should be analyzed trom various points view so that its comprehension may indicate corrective measures. This work aims to identify the influence of dynamic publicity panels in the perception-reaction time of drivers in the visualization of light signals of intersections with high accidents rates in the city of São Paulo using an animated 2D simulation in a computer environment. The intersection of Rebouças Avenue and Brigadeiro Faria Lima Avenue was selected as the study site in the simulation. A generic model was defined using the breaking and traversed distance during perception time. The interference of the variables speed, perception time and environment behind the light signal was analyzed in the model. The animation was developed using photographs of the site generating 36 different films. Each film represented a different combination of variables. The films were presented to groups of users for their identification of the color of the light signal: the first group at the Faculdade de Engenharia Civil at UNICAMP and the second group at the Compania de Engenharia de Tráfego (CET) at SP, summing up to 180 participants. Data analyses pointed out that the variables with greatest statistical significance in the focal group for the developed model were speed, perception time and presence of the panel. Surprising1y, the presence of the panel behind the focal group contributes for the correct perception of the light signal. It was also observed that in higher velocities the indefinition in identification of the light signal is greater. There for, it is recommended the use of perception-reaction time higher then 2 seconds. In the developed model the variables familiarity with the site and group of users were not relevant. It can be conc1uded that the 2D animated simulation in computer environment increments the ana1ysis of traffic safety / Mestrado / Transportes / Mestre em Engenharia Civil
262

Da modelagem de plantas a dinamica de multidões : um modelo de animação comportamental bio-inspirado / From plant modeling to crowd dynamics : a bio-inspired behavioral animation model

Bicho, Alessandro de Lima 14 August 2018 (has links)
Orientadores: Leo Pini Magalhães, Soraia Raupp Musse / Acompanha 1 CD-ROM / Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-08-14T12:44:21Z (GMT). No. of bitstreams: 1 Bicho_AlessandrodeLima_D.pdf: 3153035 bytes, checksum: 02699fbfe11ede429a8d387c957cfb0d (MD5) Previous issue date: 2009 / Resumo: Este trabalho apresenta um método para simulação de multidões baseado no algoritmo de colonização do espaço. Este algoritmo foi originalmente proposto para modelar padrões de nervuras em folhas vegetais e de ramificações em árvores. A técnica baseia-se na competição por espaço entre nervuras ou ramificações durante o crescimento vegetal. Adaptado à simulação de multidões, o algoritmo de colonização do espaço visa simular a competição por espaço durante o movimento dos pedestres. Vários comportamentos observados em multidões reais, tais como evitar colisões, variar a velocidade de deslocamento do pedestre em função da densidade populacional e formar vias (lanes) de pedestres, nas quais o pedestre seguirá aquele imediatamente a sua frente, cuja direção e sentido são similares, são propriedades do algoritmo. O modelo de simulação de multidões proposto também caracteriza-se pela simplicidade de implementação, robustez e eficência computacional, permitindo, de acordo com o ambiente de simulação adotado, o controle interativo da multidão simulada. / Abstract: This work presents a method for crowd simulation based on the biologically-motivated space colonization algorithm. This algorithm was originally introduced to model leaf venation patterns and the branching architecture of trees. It operates by simulating the competition for space between growing veins or branches. Adapted to crowd modeling, the space colonization algorithm focuses on the competition for space among moving agents. Several behaviors observed in real crowds, including collision avoidance, relationship of crowd density and speed of agents, and the formation of lanes in which people follow each other, are properties of the algorithm. The proposed crowd modeling method is simple to implement, robust, computationally efficient, and suited to the interactive control of simulated crowds. / Doutorado / Engenharia de Computação / Doutor em Engenharia Elétrica
263

Total animation: A multimedia computer resource program for secondary art education

Wyatt, Frank Houston 01 January 1997 (has links)
This HyperStudio animation project covers the basic concepts, techniques, and procedures in producing animation. The purpose of this program is to furnish the user with enough information that will serve as a basic foundation to produce a simple animation for themselves.
264

Animated vehicle turning path simulation system on an Internet/Intranet browser

Deng, Yuwen 01 January 2002 (has links)
The animated vehicle turning path simulation system on Internet/Intranet web browser presented in this project is intended to provide civil engineers with an easy-to-use, all functional simulation system that could help them with highway and street design.
265

Animated drawing guide for basic art education

Hwang, Guan-Jong 01 January 2003 (has links)
The project used Macromedia Flash MX to develop a series of web-based animated drawing lessons for first grade students.
266

Harmonizing Audio and Human Interaction: Enhancement, Analysis, and Application of Audio Signals via Machine Learning Approaches

Xu, Ruilin January 2024 (has links)
In this thesis, we tackle key challenges in processing audio signals, specifically focusing on speech and music. These signals are crucial for human interaction with both the environment and machines. Our research addresses three core topics: speech denoising, speech dereverberation, and music-dance generation, each of which plays a vital role in enhancing the harmony between audio and human interaction. Leveraging machine learning and human-centric approaches inspired by classical algorithms, we develop methods to mitigate common audio degradations, such as additive noise and multiplicative reverberation, delivering high-quality audio suitable for human use and applications. Furthermore, we introduce a real-time, music-responsive system for generating 3D dance animations, advancing the integration of audio signals with human engagement. The first focus of our thesis is the elimination of additive noise from audio signals by focusing on short pauses, or silent intervals, in human speech. These brief pauses provide key insights into the noise profile, enabling our model to dynamically reduce ambient noise from speech. Tested across diverse datasets, our method outperforms traditional and audiovisual denoising techniques, showcasing its effectiveness and adaptability across different languages and even musical contexts. In the second work of our research, we address reverberation removal from audio signals, a task traditionally reliant on knowing the environment's exact impulse response—a requirement often impractical in real-world settings. Our novel solution combines the strengths of classical and learning-based approaches, tailored for online communication contexts. This human-centric method includes a one-time personalization step, adapting to specific environments and human speakers. The two-stage model, integrating feature-based Wiener deconvolution and network refinement, has shown through extensive experiments to outperform current methods, both in effectiveness and user preference. Transitioning from foundational audio signal enhancement and analysis to a more dynamic realm, our research culminates in a novel, interactive system for real-time 3D human dance generation. Contrasting with the passive human-centric assumptions of our previous works, this final work actively engages users, enabling direct interaction with a system that synchronizes expressive dance movements to live music, spanning various musical elements like type, tempo, and energy. This innovative approach, diverging from traditional choreography methods, leverages spontaneous improvisation to generate unique dance sequences. These sequences, a mix of pre-recorded choreographies and algorithm-generated transitions, adapt to real-time audio inputs, offering customization through personal 3D avatars. This system's user-centric design and interactivity are validated by user studies, confirming its effectiveness in creating an immersive and engaging user experience.
267

Advances in Modelling, Animation and Rendering

Vince, J.A., Earnshaw, Rae A. January 2002 (has links)
No / This volume contains the papers presented at Computer Graphics International 2002, in July, at the University of Bradford, UK. These papers represent original research in computer graphics from around the world.
268

The effect of introducing animated computer instructional aid in the learning of fluid mechanics

Faleye, Sunday 02 1900 (has links)
This study was carried out to investigate the effect of introducing animated computer instructional aid (ACIA) in the learning of fluid mechanics. It was also intended as a means to evaluate the Constructionist Computer-Animated Instructional Model of Learning (CCAIML), which was developed and proposed for learning fluid mechanics. CCAIML includes the use of ACIA as a learning aid. Three theories underpins CCAIML learning model: the Constructionist learning theory, Media-Affects-learning hypothesis and Multiple representation principle. The study participants were the intact classes of first-time fluid mechanics’ students in Mechanical Engineering in four South African universities, who offer Bachelor of Engineering degrees in Mechanical Engineering. The study followed a mixed method approach: involving a static group design and a descriptive survey design. The control groups were the two consecutive, immediately preceding intact groups, who were taught fluid mechanics through the traditional lecturing method. The intervention groups were the non-randomized mechanical engineering students, who were taught by the same lecturer, who taught the control groups the same course material through a traditional approach, but taught the intervention group using the CCAIML learning approach. The findings of the study showed that: - ACIA facilitated the learning of the fluid mechanics module taught during the intervention, in CCAIML learning environment; - ACIA aroused the study participants’ interest in the learning of fluid mechanics module taught during the intervention; - The study participants understood the fluid mechanics module taught during the intervention better, in CCAIML learning environment, and were able to demonstrate this in the post intervention examination; - CCAIML learning approach encouraged classroom interaction, group and individual knowledge construction, practical demonstration of understanding of concepts and consequently improved classroom dynamics; - The majority of the study participants achieved higher scores in the fluid module taught during the intervention at the post intervention examination, by using CCAIML learning approach compared to the traditional approach; - No relationship was established between the level of study participants’ interest in the software used to aid learning ACIA and the study participants’ post-intervention achievement; and - Where the language medium of the instructional aid was different to that of the classroom medium of instruction, the learners’ achievement was affected. / Mathematical Sciences / Ph.D. (Mathematics, Science and Technology Education)
269

The design of a generic signing avatar animation system

Fourie, Jaco 12 1900 (has links)
Thesis (MScIng)--University of Stellenbosch, 2006. / ENGLISH ABSTRACT: We designed a generic avatar animator for use in sign language related projects. The animator is capable of animating any given avatar that is compliant with the H-Anim standard for humanoid animation. The system was designed with the South African Sign Language Machine Translation (SASL-MT) project in mind, but can easily be adapted to other sign language projects due to its generic design. An avatar that is capable of accurately performing sign language gestures is a special kind of avatar and is referred to as a signing avatar. In this thesis we investigate the special characteristics of signing avatars and address the issue of finding a generic design for the animation of such an avatar. / AFRIKAANSE OPSOMMING: Ons het ’n generiese karakteranimasiestelsel ontwikkel vir gebruik in gebaretaal verwante projekte. Die animasiestelsel het die vermo¨e om enige karaktermodel wat met die H-Anim standaard versoenbaar is, te animeer. Die animasiestelsel is ontwerp met die oog op gebruik in die South African Sign Language Machine Translation (SASL-MT) projek, maar kan maklik aangepas word vir ander gebaretaalprojekte te danke aan die generiese ontwerp. ’n Karaktermodel wat in staat is om gebare akkuraat te maak is ’n spesiale tipe karaktermodel wat bekend staan as ’n gebaretaal avatar (Engels : signing avatar). In hierdie tesis ondersoek ons die spesiale eienskappe van ’n gebaretaal avatar en beskou die soektog na ’n generiese ontwerp vir die animering van so ’n karaktermodel.
270

Animação de Fluidos via Modelos do Tipo Lattice Gas e Lattice Boltzmann / Fluid Animation Through Lattice Gas and Lattice Boltzmann Methods

Judice, Sicilia Ferreira Ponce Pasini 10 August 2009 (has links)
Made available in DSpace on 2015-03-04T18:51:11Z (GMT). No. of bitstreams: 1 Dissertacao_LNCC_2009_Sicilia_Judice.pdf: 24029440 bytes, checksum: aa6b5db9b8745db2d37133d63a7521ce (MD5) Previous issue date: 2009-08-10 / Fundação Carlos Chagas Filho de Amparo a Pesquisa do Estado do Rio de Janeiro / Physically-based techniques for the animation of fluids (gas or liquids) have taken the attention of the computer graphics community. The traditional fluid animation methods rely on a top down viewpoint that uses 2D/3D mesh based approaches motivated by the Eulerian methods of Finite Element (FE) and Finite Difference (FD), in conjunction with Navier-Stokes equations of fluids. Alternatively, lattice methods comprised by the Lattice Gas Cellular Automata (LGCA) and Lattice Boltzmann (LBM) can be used. The basic idea behind these methods is that the macroscopic dynamics of a fluid is the result of the collective behavior of many microscopic particles. Such bottom-up approaches need low computational resources for both the memory allocation and the computation itself. In this work, we consider animation of fluids for computer graphics applications, using a LGCA method called FHP, and a LBM method called D2Q9, both bidimensional models. We propose 3D fluid animation techniques based on the FHP and D2Q9 as well as interpolation methods. Then, we present two animating frameworks based on the mentioned lattice methods, one for a real time implementation and the other for an off-line implementation. In the experimental results we emphasize the simplicity and power of the presented models when combined with efficient techniques for rendering and compare their efficiency. / Técnicas baseadas em física têm chamado a atenção da comunidade de computação gráfica, em especial para animação de fluidos (gás ou líquidos). As técnicas tradicionais para animação de fluidos são metodologias top-down baseadas em malhas 2D/3D, tais como Diferenças Finitas e Elementos Finitos, em conjunto com equações de fluidos Navier-Stokes. Entretanto, tais métodos têm um custo computacional alto. Uma alternativa é o uso de técnicas baseadas em Autômatos Celulares do tipo Lattice Gas (LGCA) e o Método de Lattice Boltzmann (LBM). A idéia básica desses métodos consiste em obter a dinâmica macroscópica de um fluido a partir do comportamento coletivo de diversas partículas microscópicas. Em geral, tais metodologias bottom-up são eficientes do ponto de vista computacional. Neste trabalho, são estudados os aspectos teóricos e práticos da animação computacional de fluidos bidimensionais para computação gráfica, usando um método LGCA chamado FHP, e um método LBM chamado D2Q9. É proposto um modelo de fluido 3D baseado nos modelos bidimensionais FHP e D2Q9, bem como em métodos de interpolação. Em seguida, são apresentadas duas aplicações para animação de fluidos através dos métodos mencionados, uma para execução em tempo real e outra para execução off-line. Nos resultados dos experimentos computacionais são enfatizados a simplicidade e o potencial dos modelos propostos quando combinados com técnicas eficientes de rendering.

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