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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

Proposta de requisitos para elaboração de aplicativo de modelagem, a partir de dobraduras, com interface gestual

Cardoso, Vanessa da Silva January 2014 (has links)
Esse trabalho partiu da reflexão sobre interfaces gráficas sofisticadas e pouco intuitivas e o impacto das mesmas na modelagem tridimensional. A partir dessa reflexão, a pesquisa foi direcionada para o estudo de interfaces gestuais. Adotou-se, como foco do estudo, a técnica de geração de modelos tridimensionais, chamada origami por seu caráter exploratório, sistemático e sua aproximação com a área da matemática, engenharia, arquitetura e design. O problema de pesquisa consistia em identificar padrões de gestos da mão e diretrizes para uma interface gestual voltada à construção de modelos tridimensionais, a partir das técnicas de origami. A pesquisa buscou fundamentação na bibliografia e na análise sistemática de vídeos de modelagem física referentes aos movimentos da mão e ao comportamento dos modelos. Com os dados levantados foram gerados esquema e gráficos para análise. Os dados gerados auxiliaram na seleção de um vocabulário de gestos e de diretrizes para interface e comportamento dos modelos no ambiente digital que passaram por testes de aplicabilidade no ambiente físico. Os resultados gerados visaram direcionar para desenvolvedores de softwares sobre as principais características da modelagem de origami no meio digital com utilização de interface gestual. / This work was based on the consideration of sophisticated and somewhat intuitive graphical interfaces and their impact on three-dimensional modeling. Based on this discussion, the research is directed towards the gestural interfaces studies. It was adopted, as the focus of study, the threedimensional models generating technique, called origami. Because of his approach to the mathematics, engineering, architecture and design field and his exploratory and systematic characteristic. The research problem was to identify gestures hand patterns and guidelines for a gestural interface focused on building three-dimensional models, from the origami techniques. The work sought, justification in the literature and systematic analysis of physical modeling video related to hand movements and models behavior. With the collected data, graphics and analysis scheme were generated. The generated data helped in the selection of a gestures vocabulary and guidelines for interface and behavior of the models in the digital environment. Those were submitted on applicability tests in the physical environment. The results generated, aims give some directions for developers of software about the main features of the origami modeling in digital media using gestural interface.
2

Estudos da linguagem audiovisual em animações estereoscópicas : análise da representação tridimensional nas narrativas

Sampedro, Paula Poiet 16 August 2016 (has links)
Submitted by Izabel Franco (izabel-franco@ufscar.br) on 2016-10-26T18:21:47Z No. of bitstreams: 1 DissPPSeL.pdf: 4068768 bytes, checksum: 7c8ea6a69927c82c229fac660e7735fc (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-11-08T18:29:10Z (GMT) No. of bitstreams: 1 DissPPSeL.pdf: 4068768 bytes, checksum: 7c8ea6a69927c82c229fac660e7735fc (MD5) / Approved for entry into archive by Marina Freitas (marinapf@ufscar.br) on 2016-11-08T18:29:16Z (GMT) No. of bitstreams: 1 DissPPSeL.pdf: 4068768 bytes, checksum: 7c8ea6a69927c82c229fac660e7735fc (MD5) / Made available in DSpace on 2016-11-08T18:29:23Z (GMT). No. of bitstreams: 1 DissPPSeL.pdf: 4068768 bytes, checksum: 7c8ea6a69927c82c229fac660e7735fc (MD5) Previous issue date: 2016-08-16 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP) / The research herein is consolidated in fantastical narratives presented in animation movies allied with deep perception exploration. Its development aims to investigate how visual resources are used in animation movies to emphasize fantastical narratives in current contexts. The focus is placed on animations made by digital three-dimensional environment and on the use of stereoscopy working as tools that influence on the composition of narrative tension. The study is based upon the animation movies "How to Train Your Dragon" (DreamWorks, 2010), "How to Train Your Dragon 2" (DreamWorks, 2014) and "Frozen" (Disney, 2013) because of the fantastical storytelling, which evaluates their relations with stereoscopy's visuality and three-dimension digital space. At first a historical background to consolidate stereoscopy and animation techniques is described, which leads to contemporary cinematographic scenery and the use of 3D modeling. Then the research is directed to the study of film narratives previously mentioned followed by an evaluation of three-digital-dimensional language and the three-dimension characters building, in addition to their physical and psychological characteristics. In the end of the study, an analysis of the use of stereoscopy alongside with the narrative, characters and settings modeling of the three movies is proposed, verifying the stereoscopic space use in scenes with different dramatic intensity and how stereoscopy contributes to these narratives. / O presente trabalho tem como foco as narrativas fantásticas apresentadas em filmes de animação, aliadas à exploração da percepção de profundidade. Seu desenvolvimento tem o intuito de investigar como recursos visuais são utilizados em filmes de animação para reforçar narrativas fantásticas dentro do contexto contemporâneo. O foco se mantém nas animações criadas em ambiente digital tridimensional e no uso da estereoscopia como ferramenta que influencia a tensão da composição narrativa. Para realizar esse estudo, tem-se como base os longas-metragens de animação 3D "Como Treinar Seu Dragão" (How To Train Your Dragon – DreamWorks, 2010), "Como Treinar Seu Dragão 2" (How To Train Your Dragon 2 – DreamWorks, 2014) e "Frozen: Uma Aventura Congelante" (Frozen – Walt Disney 2013) devido às narrativas de cunho fantástico, onde avalia-se a visualidade proposta pela estereoscopia e ambientação em espaço digital tridimensional. Inicialmente, é descrito um panorama histórico para consolidar as técnicas da estereoscopia e da animação, o qual culmina no cenário cinematográfico atual e no uso de modelagem 3D. Em um segundo momento, a pesquisa se direciona ao estudo das narrativas dos filmes supracitados, seguido de uma avaliação sobre a linguagem tridimensional digital e da criação de modelos tridimensionais dos personagens, suas características físicas e psicológicas. Por último, é proposta uma análise sobre o uso da estereoscopia em conjunto com a narrativa e a modelagem dos personagens e cenários nos três filmes, verificando o uso do espaço estereoscópico em cenas de diferentes intensidades dramáticas e as maneiras como a estereoscopia contribuiu com as narrativas fílmicas.
3

Proposta de requisitos para elaboração de aplicativo de modelagem, a partir de dobraduras, com interface gestual

Cardoso, Vanessa da Silva January 2014 (has links)
Esse trabalho partiu da reflexão sobre interfaces gráficas sofisticadas e pouco intuitivas e o impacto das mesmas na modelagem tridimensional. A partir dessa reflexão, a pesquisa foi direcionada para o estudo de interfaces gestuais. Adotou-se, como foco do estudo, a técnica de geração de modelos tridimensionais, chamada origami por seu caráter exploratório, sistemático e sua aproximação com a área da matemática, engenharia, arquitetura e design. O problema de pesquisa consistia em identificar padrões de gestos da mão e diretrizes para uma interface gestual voltada à construção de modelos tridimensionais, a partir das técnicas de origami. A pesquisa buscou fundamentação na bibliografia e na análise sistemática de vídeos de modelagem física referentes aos movimentos da mão e ao comportamento dos modelos. Com os dados levantados foram gerados esquema e gráficos para análise. Os dados gerados auxiliaram na seleção de um vocabulário de gestos e de diretrizes para interface e comportamento dos modelos no ambiente digital que passaram por testes de aplicabilidade no ambiente físico. Os resultados gerados visaram direcionar para desenvolvedores de softwares sobre as principais características da modelagem de origami no meio digital com utilização de interface gestual. / This work was based on the consideration of sophisticated and somewhat intuitive graphical interfaces and their impact on three-dimensional modeling. Based on this discussion, the research is directed towards the gestural interfaces studies. It was adopted, as the focus of study, the threedimensional models generating technique, called origami. Because of his approach to the mathematics, engineering, architecture and design field and his exploratory and systematic characteristic. The research problem was to identify gestures hand patterns and guidelines for a gestural interface focused on building three-dimensional models, from the origami techniques. The work sought, justification in the literature and systematic analysis of physical modeling video related to hand movements and models behavior. With the collected data, graphics and analysis scheme were generated. The generated data helped in the selection of a gestures vocabulary and guidelines for interface and behavior of the models in the digital environment. Those were submitted on applicability tests in the physical environment. The results generated, aims give some directions for developers of software about the main features of the origami modeling in digital media using gestural interface.
4

Proposta de requisitos para elaboração de aplicativo de modelagem, a partir de dobraduras, com interface gestual

Cardoso, Vanessa da Silva January 2014 (has links)
Esse trabalho partiu da reflexão sobre interfaces gráficas sofisticadas e pouco intuitivas e o impacto das mesmas na modelagem tridimensional. A partir dessa reflexão, a pesquisa foi direcionada para o estudo de interfaces gestuais. Adotou-se, como foco do estudo, a técnica de geração de modelos tridimensionais, chamada origami por seu caráter exploratório, sistemático e sua aproximação com a área da matemática, engenharia, arquitetura e design. O problema de pesquisa consistia em identificar padrões de gestos da mão e diretrizes para uma interface gestual voltada à construção de modelos tridimensionais, a partir das técnicas de origami. A pesquisa buscou fundamentação na bibliografia e na análise sistemática de vídeos de modelagem física referentes aos movimentos da mão e ao comportamento dos modelos. Com os dados levantados foram gerados esquema e gráficos para análise. Os dados gerados auxiliaram na seleção de um vocabulário de gestos e de diretrizes para interface e comportamento dos modelos no ambiente digital que passaram por testes de aplicabilidade no ambiente físico. Os resultados gerados visaram direcionar para desenvolvedores de softwares sobre as principais características da modelagem de origami no meio digital com utilização de interface gestual. / This work was based on the consideration of sophisticated and somewhat intuitive graphical interfaces and their impact on three-dimensional modeling. Based on this discussion, the research is directed towards the gestural interfaces studies. It was adopted, as the focus of study, the threedimensional models generating technique, called origami. Because of his approach to the mathematics, engineering, architecture and design field and his exploratory and systematic characteristic. The research problem was to identify gestures hand patterns and guidelines for a gestural interface focused on building three-dimensional models, from the origami techniques. The work sought, justification in the literature and systematic analysis of physical modeling video related to hand movements and models behavior. With the collected data, graphics and analysis scheme were generated. The generated data helped in the selection of a gestures vocabulary and guidelines for interface and behavior of the models in the digital environment. Those were submitted on applicability tests in the physical environment. The results generated, aims give some directions for developers of software about the main features of the origami modeling in digital media using gestural interface.
5

Modélisation de la dynamique et de l'évolution physico-chimique des gaz volcaniques lors de l'éruption d'avril 2007 du Piton de la Fournaise / No English title available

Durand, Jonathan 25 March 2016 (has links)
Le dioxyde de soufre (SO2) est un des principaux gaz émis lors des éruptions volcaniques. Au Piton de la Fournaise (La Réunion) environ 230 kT de SO2 ont été libérés pour la seule éruption d'avril 2007. Ces émissions ont provoqué d'importants problèmes sanitaires associés à des dégradations des infrastructures et des écosystèmes. Les mesures de SO2 réalisées par l'ORA ont relevé des concentrations supérieures aux seuils critiques pour la santé mais pas aux périodes où l'éruption était la plus intense. SO2 étude consiste à utiliser le modèle meso-échelle atmosphérique Meso-NH pour simuler le transport de SO2 entre le 2 et le 7 avril, avec une attention portée sur l'influence des flux de chaleur provenant des coulées de lave. Trois domaines sont imbriqués de 2 km à 100m de résolution horizontale. Cette étude de modélisation couple simultanément (i) la dynamique atmosphérique de méso-échelle Meso-NH, (ii) un module de chimie en phase gazeuse et phase aqueuse, et (iii) un modèle de surface simulant une propagation de coulée de lave. Tous les flux (chaleur, vapeur, SO2, CO2 et HCl) sont déclenchés en ligne et sont fonction de la dynamique du front de propagation. Nos simulations reproduisent les observations des concentrations en surface de SO2 pour cette période et diverses analyses de sensibilité montrent que la distribution de soufre a été principalement contrôlée par le flux de chaleur de lave. Les dernières simulations incluent la modélisation du panache de vapeur d'eau lors de l'entrée de la lave en mer. Enfin, deux tests de sensibilités ont été réalisés sur la journée du 5 avril afin d'analyser les interactions dynamiques entre les différentes convections : au cratère et au-dessus de la lave (flux de chaleur sensible) et lors de l'entrée de la lave en mer (flux de chaleur latente). / Sulphur dioxide (SO2) is one of the main gases emitted during volcanic eruptions. The Reunion Island experienced its biggest eruption of Piton de la Fournaise Volcano during April 2007 and this event degassed more than 230 kt of SO2. Theses emissions led to important health issues, accompanied by environmental and infrastructure degradations. SO2 measurements made by the ORA noted higher concentrations than the critical threshold for health but not to periods when the eruption was the most intense. Our study is to use the atmospheric mesoscale model Meso-NH to simulate the transport of SO2 between 2 and 7April, with a focus on the influence of heat flow from lava flows. Three domains are nested from 2km to 100m of horizontal resolution. This modeling study torque simultaneously (i) atmospheric dynamics of mesoscale Meso-NH, (ii) a chemistry module in the gas phase and aqueous phase, and (iii) a surface model simulating a lava flow spread. All flow (heat,vapor, SO2, CO2 and HCl) are triggered online and are function of the dynamics of thepropagation front. Our simulations reproduce the observations of surface concentrations of SO2 for that period and various sensitivity analyzes show that the sulfur distribution was mainly controlled by the lava heat flow. The latest simulations include the modeling of the Laze plume when the lava meet the sea. Finally, two sensitivity tests were performed on the day of April 5 to analyze the dynamic interactions between convections: the crater andover the lava (sensible heat flux) and at the entry of lava into the sea (latent heat flux).
6

The application of photogrammetry for the recording and analysis of antemortem cranial depression fractures

Porter, Keri 06 August 2021 (has links)
Compared to other methods for digital modeling, photogrammetry is portable, user-friendly, and cost-effective. Despite the potential benefits to the subfield of bioarchaeology, few investigations into this technology have occurred. This research attempts to fill the gap by investigating the accuracy of photogrammetry for recording antemortem cranial depression fractures (CDFs). Using the Mississippi State Asylum skeletal collection, dry bone measurements of CDFs were compared to those on photogrammetric models. Additionally, three volunteers of various skill levels attempted to identify these fractures using the digital models. Results showed that despite accuracy in recording maximum length and width measurements, maximum depth could be accurately and efficiently recorded. Volunteers were also incapable of accurately identifying the fractures. Therefore, photogrammetry should not be used for the initial recording of CDFs when dry bone recording is possible. However, photogrammetric modeling should still be used to assist in research when dry bone remains are not available.
7

lean architecture

MUTCHLER, MATTHEW A. 21 August 2008 (has links)
No description available.
8

An Evaluation of Digital Methods in Reverse Engineering Using Selected Medical Applications

Parrott, Andrew Mark 17 November 2006 (has links)
Student Number : 9710738R - MSc (Eng) dissertation - Faculty of Engineering and the Built Environment / This dissertation investigates the use of digital modeling methods for selected medical applications. The digital methods include the design of a cranial implant, auricular prosthesis and the duplication of an oral prosthesis. The digital process includes imaging, image processing, design and fabrication steps. Three types of imaging used are contact and non-contact measurement systems and CT scanning. The investigation uses a Phantom haptic device for digital design. The implants and prostheses are fabricated using a Thermojet printer and investment casting. Traditional and digital processes are compared using four case studies on selected criteria. The conclusions of the investigation are that a digital process can be used and is equal to or better than traditional methods in prosthesis and implant design.
9

The return of the Polynesian Phantom

Tapuni, Nooroa January 2009 (has links)
This research project, Return of the Polynesian Phantom, investigates self-portraiture through the mediums of moving image, digital modeling, object making, and installation. It seeks to consider in these media an ambiguous threshold between lightness and darkness, the real and the fabricated. The proposition that it explores is that it is at such ambiguous thresholds that notions of identity are negotiated, and where the perception and interpretation of symbolic meaning renders identity phantom.
10

A Computer-Generated Model of the Construction of the Roman Colosseum

Tan, Adrian Hadipriono January 2012 (has links)
No description available.

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