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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

Virtual human representation, adaptation, delivery and interoperability for virtual worlds / Représentation humaine virtuelle, adaptation, distribution et interopérabilité dans les mondes virtuels

Jovanova, Blagica 29 March 2011 (has links)
Au cours des dernières années les Mondes Virtuels 3D (MV3D) sont devenus une réalité. Initialement considérés comme un nouveau moyen de communication sociale, initiés par le développement logiciel et matériel, les MV3Ds révèlent diverses fonctionnalités, des expériences et des connaissances. Étant la représentation de l'utilisateur, l'avatar est l’une des ressources les plus significatives et les plus complexes d'un monde virtuel. Une courte analyse d'un contenu de MV nous informe que le stockage/transmission est la partie la plus significative des ressources du MV. Dans l’ensemble des ressources, les avatars sont les structures les plus complexes, représentés par différents composants : géométrie, images, animations, etc. Donc, en abordant les problématiques de compression, d'adaptation et d'interopérabilité liées aux avatars, nous traitons implicitement presque tout type de ressources tifs qu’on pourrait retrouver dans les MVs. L'objectif global du développement d’outils et des méthodes, pour un déploiement élargi de MV, est traduit par les trois points spécifiques suivants: Proposer un framework de compression pour permettre le transfert efficace et compact d'avatars et de ressources graphiques 3D généraux. Spécifiquement pour des avatars, le framework devrait être indépendante avec un formalisme de représentation. Proposer une solution optimisée permettant l’accessibilité aux avatars sur des terminaux à faibles ressources tels que les téléphones portables. Définir un modèle de métadonnées permettant l'interopérabilité d'avatars entre différents MVs. Les trois objectifs sont traités dans ce manuscrit et pour chacun nous proposons des contributions originales. / In the last few years 3D Virtual Worlds (3DVWs) became a reality. Initially considered as a new mean for social communication, triggered by the development of software and hardware technology, 3DVWs are exposing now different functionalities, experiences and acquaintances. Therefore, they achieved their popularity very fast, indicated by the number and the progression of active users. Being the representation of the user, the avatar is one of the most significant and most complex assets of a Virtual World. A short analysis of a VW content allows one to observe that from the point of view of the storage/transmission the most significant amount is represented by the VW assets. Within the set of assets, the avatars are the most complex structures, consisting of different components: geometry, images, animations, structures, etc. The overall objective of developing tools and methods for a large deployment of VW are translated into three specific ones: To propose a compression framework to enable efficient, compact transfer of avatars, and general 3D graphics assets. Specifically for avatars, the framework should be independent from the representation formalism. To propose an optimized solution making the avatars accessible on weak terminals such as mobile phones. To define a metadata model allowing avatars interoperability between different VWs. The three objectives are addressed in this thesis and for each we propose original contributions.
2

Virtual human representation, adaptation, delivery and interoperability for virtual worlds

JOVANOVA, Blagica 29 March 2011 (has links) (PDF)
In the last few years 3D Virtual Worlds (3DVWs) became a reality. Initially considered as a new mean for social communication, triggered by the development of software and hardware technology, 3DVWs are exposing now different functionalities, experiences and acquaintances. Therefore, they achieved their popularity very fast, indicated by the number and the progression of active users. Being the representation of the user, the avatar is one of the most significant and most complex assets of a Virtual World. A short analysis of a VW content allows one to observe that from the point of view of the storage/transmission the most significant amount is represented by the VW assets. Within the set of assets, the avatars are the most complex structures, consisting of different components: geometry, images, animations, structures, etc. The overall objective of developing tools and methods for a large deployment of VW are translated into three specific ones: To propose a compression framework to enable efficient, compact transfer of avatars, and general 3D graphics assets. Specifically for avatars, the framework should be independent from the representation formalism. To propose an optimized solution making the avatars accessible on weak terminals such as mobile phones. To define a metadata model allowing avatars interoperability between different VWs. The three objectives are addressed in this thesis and for each we propose original contributions.
3

MPEG-V Based Web Haptic Authoring Tool

Gao, Yu 31 March 2014 (has links)
Nowadays the World Wide Web increasingly provides rich multimedia contents to its users.In order to further enhance the experience of web-users, researchers have sought solutions to integrate yet another modality into the web experience by augmenting web content with haptic properties. In those applications, users are able to interact with web virtual environments (such as games and e-learning systems) enriched with haptic contents. However, it is not easy for designers without pro cient web programming background and basic knowledge regarding haptics, to develop a web application with haptic content enabled. Additionally, there is currently no standard to describe and reuse a well-described haptic application which can be played in web browsers. In this thesis, I present an MPEG-V based authoring tool for facilitating the development procedure of haptics-enabled web applications. The system provides an interface for users to create their own application, add custom 3D models, and modify their graphic and haptic properties. Haptic properties include the speci cation of collision detection mechanism and object surface properties which in turn directly a ect the force simulations. Finally, the user is able to export a haptic-enabled 3D scene in a standard MPEG-V format which can be reconstructed in a web haptic player. A detailed experiment is conducted to evaluate the force simulations, application development process and design of user interface. The results not only verify my proposed methodology, but also show the high acceptance level by users with all levels of programming knowledge of the system.
4

MPEG-V Based Web Haptic Authoring Tool

Gao, Yu January 2014 (has links)
Nowadays the World Wide Web increasingly provides rich multimedia contents to its users.In order to further enhance the experience of web-users, researchers have sought solutions to integrate yet another modality into the web experience by augmenting web content with haptic properties. In those applications, users are able to interact with web virtual environments (such as games and e-learning systems) enriched with haptic contents. However, it is not easy for designers without pro cient web programming background and basic knowledge regarding haptics, to develop a web application with haptic content enabled. Additionally, there is currently no standard to describe and reuse a well-described haptic application which can be played in web browsers. In this thesis, I present an MPEG-V based authoring tool for facilitating the development procedure of haptics-enabled web applications. The system provides an interface for users to create their own application, add custom 3D models, and modify their graphic and haptic properties. Haptic properties include the speci cation of collision detection mechanism and object surface properties which in turn directly a ect the force simulations. Finally, the user is able to export a haptic-enabled 3D scene in a standard MPEG-V format which can be reconstructed in a web haptic player. A detailed experiment is conducted to evaluate the force simulations, application development process and design of user interface. The results not only verify my proposed methodology, but also show the high acceptance level by users with all levels of programming knowledge of the system.
5

Arquitectura de interconexión entre sistemas C4ISR y mundos virtuales aplicando el estándar MPEG-V

Ardila Sierra, Laura Inés 07 March 2016 (has links)
[EN] Whenever an emergency occurs, personnel involved in its resolution make every possible effort to minimize casualties and keep citizens safe. Performing continuous and regular training exercises helps improve planning, actuation protocols and the harmonization of procedures between various agencies. The application of information and communication technologies (ICT) in emergency management is a relevant research field. Particularly, the development of command and control systems (C2IS) to manage crisis resolution and the use of virtual worlds to develop training exercises are challenging and evolving areas. However, the insertion of a C2IS within a networked training system based on virtual worlds and using commercial off-the-shelf equipment has not been sufficiently exploited. In this context, the development of a hybrid system connecting real computers and sensors with virtual computers is a key strategy. In particular, the deployment of a middleware to interconnect heterogeneous applications using standardized data formats. This thesis contributes to facilitate performing training exercises in emergency management that in real life are complicated, inflexible and very expensive. An architecture to connect a command and control system operating in the real world with one or several virtual worlds through an interconnection gateway that implements MPEG-V based data formats and by using web services via TCP/IP as a communication platform is proposed, deployed and validated. / [ES] Cuando ocurre una emergencia, el personal involucrado en su resolución hace todo lo posible por reducir al mínimo las fatalidades y mantener seguros a los ciudadanos. La realización de ejercicios de entrenamiento de forma continua y regular ayuda a mejorar la planificación, los protocolos de actuación, y a armonizar los procedimientos entre diferentes agencias. La aplicación de las tecnologías de información y comunicaciones (TIC) en la gestión de grandes emergencias es un campo de investigación muy relevante. En particular, el desarrollo de sistemas de mando y control (C2IS) para gestionar la resolución de una crisis y el uso de mundos virtuales para la implementación de ejercicios de entrenamiento de personal son áreas en continuo desarrollo. Sin embargo, la integración de un C2IS dentro de un sistema de simulación en red para entrenamiento basado en mundos virtuales y usando equipos comerciales (COTS) no ha sido explotada suficientemente. Dentro de este contexto, desarrollar un sistema híbrido conectando entidades y sensores reales con entidades virtuales presenta una estrategia clave. En particular, la implementación de un software intermedio (middleware) para interconectar aplicaciones heterogéneas usando formatos de datos estandarizados. Esta tesis contribuye a facilitar la realización de ejercicios de entrenamiento en gestión de emergencias que en la vida real son complicados, poco flexibles y muy costosos. Se propone, implementa y valida una arquitectura para conectar un sistema de mando y control operando en el mundo real con uno o varios mundos virtuales, a través de una pasarela de interconexión que implementa un modelo de datos basado en MPEG-V y utiliza servicios web vía TCP/IP para la comunicación entre nodos. / [CAT] Quan ocorre una emergència, el personal involucrat en la resolució fa tots els possibles per reduir al mínim les fatalitats i mantenir segurs els ciutadans. La realització d'exercicis d'entrenament de forma contínua i regular ajuda a millorar la planificació, els protocols d'actuació, i a harmonitzar els procediments entre diferents agències. L'aplicació de les tecnologies d'informació i comunicacions (TIC) en la gestió de grans emergències és un camp de recerca molt rellevant. En particular, el desenvolupament de sistemes de comandament i control (C2IS) per gestionar la resolució d'una crisi i l'ús de mons virtuals per a la implementació d'exercicis d'entrenament de personal són àrees en continu desenvolupament. No obstant això, la integració d'un C2IS dins d'un sistema de simulació en xarxa per a entrenament basat en mons virtuals i usant equips comercials (COTS) encara no ha sigut prou explotada. Dins d'aquest context, desenvolupar un sistema híbrid connectant ordinadors i sensors reals amb entitats virtuals suposa una estratègia clau. En particular, la implementació d'un programari intermediari (middleware) per interconnectar aplicacions heterogènies usant formats de dades estandarditzats. Aquesta tesi contribueix a facilitar la realització d'exercicis d'entrenament en gestió d'emergències que en la vida real són complicats, poc flexibles i molt costosos. Es proposa, implementa i valida una arquitectura per a connectar un sistema de comandament i control que opera en el món real amb un o diversos mons virtuals, a través d'una passarel·la d'interconnexió que implementa un model de dades basat en MPEG-V i utilitza serveis web via TCP/IP per a la comunicació entre nodes. / Ardila Sierra, LI. (2016). Arquitectura de interconexión entre sistemas C4ISR y mundos virtuales aplicando el estándar MPEG-V [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/61482 / TESIS

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