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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

Spatial-temporal multi-modal visualization of volumetric simulation and in situ satellite data

Axelsson, Emil, Forsyth Rosin, Tomas January 2015 (has links)
This thesis describes the work done by two students from Link¨oping University during a five month stay at Community Coordinated Modelling Center (CCMC) at the National Aeronautics and Space Administration (NASA). The work includes the implementation of algorithms for rendering time-varying volume simulation data from space weather simulations hosted by the CCMC, as well as visualizing photo sequences taken by the Solar Dynamics Observatory (SDO) satellite orbiting Earth. Both these capabilities are added to the OpenSpace software to create a multi-modal visualization where scientists, as well as museum audiences, can observe the Sun’s activity and its effects on the heliosphere as a whole. Both the simulation data and the image sequence provided by the SDO are typically larger than what can be fitted into the main memory of modern computers, which requires the data to be streamed from disk. Due to limitations caused by disk and GPU bandwidth, it is not possible to stream the full resolution data sets in interactive frame rates. A multi-resolution bricking scheme is implemented to allow for interactive visualization of the large volumetric data sets. To decrease GPU memory usage and minimize data streaming, subvolumes are represented using different spatial and temporal resolution depending on their relative importance to the visual quality. By introducing the concept of a memory budget and a streaming budget, the algorithm allows the user to control how the limited memory and streaming resources are utilized. To decrease the amount of data to be streamed when visualizing image sequences from SDO, a simpler multi-resolution bricking scheme has been implemented. Spatial resolution of different subregions of the image is varied based on their visibility and projected size on the screen. Results show that the presented implementations enable interactive visualization of volumetric space weather data and satellite data. By varying the streaming budget and memory budget for a volumetric simulation, frame rate can be traded against visual quality.
2

Implementing a scalable recommender system for social networks

Cederblad, Alexander January 2017 (has links)
Large amounts of items and users with different characteristics and preferences make personalized recommendations a problem. Many companies employ recommender systems to solve the problem of discovery and information overload where it is unreasonable for a user to go through all items to find something interesting. Recommender systems as a field of research has become popular during the past two decades. Recommendations are for many companies an important aspect of their products concerning user experience and revenue. This master’s thesis describes the development and evaluation of a recommender system in the context of a social network for sports fishing called Fishbrain. It describes and evaluates several different approaches to recommender systems. It reasons about user characteristics, user interface, and the feedback data provided by the users, for which help make recommendations. The work aims to improve user experience in the given context. All this has been implemented and evaluated, with mixed results, considering the many variables taken into account that are important to Fishbrain.
3

Automatic LOD selection

Forsman, Isabelle January 2017 (has links)
In this paper a method to automatically generate transition distances for LOD, improving image stability and performance is presented. Three different methods were tested all measuring the change between two level of details using the spatial frequency. The methods were implemented as an optional pre-processing step in order to determine the transition distances from multiple view directions. During run-time both view direction based selection and the furthest distance for each direction was tested in order to measure the performance and image stability. The work was implemented in the Frostbite game engine and tested using data from DICE. The result is a method that generates transition distances by calculating the spatial frequency of the exclusive or comparison between the silhouette of a ground truth mesh and each level of detail. The transition distances generated using the automatic LOD selection tool was evaluated using visual empirical tests and performance measurements comparing the performance of a scene using automatic generated distances and manually selected distances. The tests shows that the resulting method produces good transition distances for meshes where the reduction is visible in the mesh silhouette. The values might need a bit of tweaking in order to account for other image artifacts than silhouette changes but provide a good guidance to the artists.
4

Automation of a Data Analysis Pipeline for High-content Screening Data

Bergström, Simon, Ivarsson, Oscar January 2015 (has links)
High-content screening is a part of the drug discovery pipeline dealing with the identification of substances that affect cells in a desired manner. Biological assays with a large set of compounds are developed and screened and the output is generated with a multidimensional structure. Data analysis is performed manually by an expert with a set of tools and this is considered to be too time consuming and unmanageable when the amount of data grows large. This thesis therefore investigates and proposes a way of automating the data analysis phase through a set of machine learning algorithms. The resulting implementation is a cloud based application that can support the user with the selection of which features that are relevant for further analysis. It also provides techniques for automated processing of the dataset and training of classification models which can be utilised for predicting sample labels. An investigation of the workflow for analysing data was conducted before this thesis. It resulted in a pipeline that maps the different tools and software to what goal they fulfil and which purpose they have for the user. This pipeline was then compared with a similar pipeline but with the implemented application included. This comparison demonstrates clear advantages in contrast to previous methodologies in that the application will provide support to work in a more automated way of performing data analysis.
5

Webbbaserad Givarservice Myrorna

Svärd, Annika January 2008 (has links)
<p>Examensarbetet, 15 poäng har utförts på högskolan i Kalmar. Input Soft AB är ett företag som är beläget i Strängnäs. Uppdraget för projektarbetet bestod av att utforma en webbbaserad givarservice till Myrorna. Myrorna använder idag fleetIT som är ett program utvecklat av Input Soft AB för registrering/hämtning av gåvor till Myrorna. Denna webbaserade givarservice förenklar och effektiviserar arbetet för Myrorna genom att användarna själva går in via Internet och registrerar sina gåvor istället för som idag då registreringen sköts helt av personalen i Sätra. Teknikerna som använts är ASP-dotnet och en nexus databas som är integrerad med fleetIT Systemet. Server Applikationen kommer att ligga på Myrornas egen server och vara kopplat till fleetIT systemet.</p>
6

Webbbaserad Givarservice Myrorna

Svärd, Annika January 2008 (has links)
Examensarbetet, 15 poäng har utförts på högskolan i Kalmar. Input Soft AB är ett företag som är beläget i Strängnäs. Uppdraget för projektarbetet bestod av att utforma en webbbaserad givarservice till Myrorna. Myrorna använder idag fleetIT som är ett program utvecklat av Input Soft AB för registrering/hämtning av gåvor till Myrorna. Denna webbaserade givarservice förenklar och effektiviserar arbetet för Myrorna genom att användarna själva går in via Internet och registrerar sina gåvor istället för som idag då registreringen sköts helt av personalen i Sätra. Teknikerna som använts är ASP-dotnet och en nexus databas som är integrerad med fleetIT Systemet. Server Applikationen kommer att ligga på Myrornas egen server och vara kopplat till fleetIT systemet.
7

Extending a Game Concept’s Scope of use by Adapting Mobile Platform Usage / Utökning av ett Spelkoncepts Omfattning Genom Anpassning för Mobila Plattformar

Bergqvist, Mathias January 2013 (has links)
The report features the technical fundamentals, implementation, results and discussions within the field of mobile application development in the game industry. The thesis explored the game industry from within the industry, as the purpose was to further expand the game concept of the PC game theHunter by using a mobile platform. In the age of the multi-touch smartphone, applications are a huge and competitive industry withmany interesting development approaches. Using the fundamental principles of system architecture and interface design for mobile development, a game companion application based in an Android environment was developed. Game data was provided by the game development studio Expansive Worlds. The results showed support for the platform, but clearly states that further development is needed to actually explore the mobile market further. Implications for the results of the study and future tasks are discussed.
8

Per-face parameterization for Texture Mapping of Geometry in Real-Time / Parameterisering per-primitv för texturmappning av geometri i realtid

Noren, Johan January 2014 (has links)
We investigate the mesh colors method for per-face parameterization for texture-mapping of geometry, implemented in the game engine Frostbite 3, for the purpose of evaluating the method compared to traditional texture-mapping in a real-time application. Traditional UV-mapping often causes discontinuities which commonly results in visible seams in the end results. If any change is done to the vertex positions or the topology a remapping of the UV-map has to be done. Mesh colors aims to avoid these problems by skipping the transformation to 2D space as in UV-mapping, and associating color samples directly with the geometry of a mesh. The implementation was done in Frostbite 3 in C++ and HLSL shader code, and rendered with the DirectX graphics API. The results show that mesh colors is a viable alternative in a real-time renderer. Though not as fast as regular UV-mapped textures due to lack of hardware accelerated filtering operations, mesh colors is a realistic alternative for special cases where regular texture-mapping would be cumbersome to work with or produce sub-par results. Possible areas of future research are efficient data structures suitable to handle data insertion dynamically, compression of mesh colors data, and mesh colors in the context of mesh LOD generation.
9

Exploring the potential use of augmented reality in medical education

Orraryd, Pontus January 2017 (has links)
Human anatomy is traditionally taught using textbooks and dissections. With the advent of computer graphics, using 3D applications have started to see much more use in medical educations around the world. Today, technology such as Augmented Reality and Virtual Reality are on everybody’s lips, and many are now curious what we can do with this new technology. This thesis explores how Augmented Reality can be used in medical education to teach human anatomy. Two application prototypes were developed for the Microsoft Hololens that together tests different ways to use and interact with Augmented Reality. These applications were then tested in a case study with six medical students. From this study a number of hypotheses were formulated.
10

Real-Time Magnetohydrodynamic Space Weather Visualization

Carlbaum, Oskar, Novén, Michael January 2017 (has links)
This work describes the design and implementation of space weather related phenomena within the interactive astro-visualization software OpenSpace. Data sets from the Community Coordinated Modelling Center (CCMC) at the National Aeronautics and Space Administration (NASA) were used to implement time-varying high-resolution solar imagery from space observatory spacecraft and time-varying field lines from the different models produced at the CCMC. The obtained results were used to take an audience on an interactive journey through the solar system, at the world’s first ever live planetarium show about space weather.

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