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Contrôle dans la génération de formes naturelles / Control in the generation of natural formsHnaidi, Houssam 13 September 2010 (has links)
La génération de formes naturelles a été le sujet de nombreuses recherches depuis plusieurs années. Plusieurs méthodes ont été proposées afin de générer des objets naturels et réalistes tels que des terrains, des plantes et arbres, des nuages, etc. Les modèles itératifs sont très connus dans ce domaine de recherche grâce à leur capacité à générer des formes rugueuses et complexes qui sont adaptées à la représentation d’objets naturels. L’inconvénient majeur de tels modèles est le manque de contrôle sur le résultat final. Ce dernier peut venir de la méthode de construction stochastique interdisant tout contrôle par définition. Pour les modèles dont la construction est déterministe, les paramètres de générations sont souvent non intuitifs et limitent ainsi le contrôle. Pour ces raisons un grand nombre de recherches ont port sur le problème du contrôle de ces modèles ainsi que sur la possibilité d’utiliser des modèles non-itératifs (esquisses, basés exemples, etc.). Bien souvent, le contrôle introduit par ces modèles est un contrôle global, c’est-à-dire sur la totalité de l’objet final et ne prend donc pas en compte les détails locaux de ce dernier. Dans notre travail, nous nous attaquons au problème du contrôle sur les formes naturelles en tenant compte du contrôle local. À cette fin, nous introduisons deux modèles différents. Le premier repose sur un formalisme itératif avec notion de détail qui se dicline en deux sous-familles, l’une basée sur les IFS et l’autre basée sur les surfaces de subdivision. Le deuxième modèle permet l’édition de caractéristiques d’un terrain sous forme de primitives vectorielles puis la génération du terrain par une méthode de diffusion guidée. Cette dernière fait l’objet d’une implémentation parallèle sur la carte graphique (GPU). / The generation of natural shapes has been the subject of much research for many years. Several methods have been proposed to generate realistic natural objects such as terrain, plants and trees, clouds, etc... Iterative models are well known in this field of research due to their ability to generate complex and rough shapes that are adapted to the representation of natural objects. The major drawback of such models is the lack of control over the final result. The latter can come from the stochastic construction method which prevents any control by definition. For models whose construction is deterministic, the parameters of generation are often non-intuitive and thus limit control. For these reasons many studieshave focused on the problem of controlling these models as well as the possibility of using non-iterative models (sketches, based on examples, etc). Often, control introduced by these models is a global control, on the whole final object and therefore does not include local details of this object. In our work, we focus in the problem of control over natural shapes, taking into account local control. To this end, we introduce two different models. The first is based on an iterative formalism with detail concept which is divided into two subfamilies, one based on IFS and the other one based on subdivisionsurfaces. The second model allows the editing of terrain features under a form of vectorial primitives which one used to generate the terrain by guided diffusion method. The latter is the subject of a parallel implementation on graphics card (GPU).
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A feasibility study of building Set-top box user interfaces using Scalable Vector GraphicsVinkvist, Fredrik January 2008 (has links)
<p>An IPTV Set-top box enables the possibility of doing much more than decodingtelevision content. Its Ethernet interface gives it the same possibilities to communicatewith the outside world as any network device. This enables a wide rangeof services from internet radio to acting as a digital media receiver in your homenetwork. These highly interactive services increase the demands for responsiveand visually attractive user interfaces.Due to the cost-sensitive market of IPTV STBs the preferred platform to developthe user interface is the HTML browser as it allows for fast developmenttimes and low costs. As a W3C standard it also offers high portability and hardwareabstraction making it easy to use more than one STB vendor. The cons ofHTML based GUIs are low performance and lacklustre graphics.This thesis aims to find out if SVG can be used to achieve rich, scalable and animatedgraphics with high performance and still keep the attractive characteristicsof HTML.To do this much effort was put into identifying the strenghts and weaknesses ofSVG. The lessons learned resulted in an SVG AJAX framework called TOIXSVGmaking it possible to develop SVG GUIs in the same manner as modern Rich InternetApplications, enabling component reuse to make sure development time scalespreferably with the scope and complexity of the user interface. Along with theframework several new widgets had to be developed to achieve the targeted functionality.As a proof of concept a mock-up GUI was created with the frameworkand widgets.</p>
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A feasibility study of building Set-top box user interfaces using Scalable Vector GraphicsVinkvist, Fredrik January 2008 (has links)
An IPTV Set-top box enables the possibility of doing much more than decodingtelevision content. Its Ethernet interface gives it the same possibilities to communicatewith the outside world as any network device. This enables a wide rangeof services from internet radio to acting as a digital media receiver in your homenetwork. These highly interactive services increase the demands for responsiveand visually attractive user interfaces.Due to the cost-sensitive market of IPTV STBs the preferred platform to developthe user interface is the HTML browser as it allows for fast developmenttimes and low costs. As a W3C standard it also offers high portability and hardwareabstraction making it easy to use more than one STB vendor. The cons ofHTML based GUIs are low performance and lacklustre graphics.This thesis aims to find out if SVG can be used to achieve rich, scalable and animatedgraphics with high performance and still keep the attractive characteristicsof HTML.To do this much effort was put into identifying the strenghts and weaknesses ofSVG. The lessons learned resulted in an SVG AJAX framework called TOIXSVGmaking it possible to develop SVG GUIs in the same manner as modern Rich InternetApplications, enabling component reuse to make sure development time scalespreferably with the scope and complexity of the user interface. Along with theframework several new widgets had to be developed to achieve the targeted functionality.As a proof of concept a mock-up GUI was created with the frameworkand widgets.
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Metodika výuky značkovacích jazyků / Markup languages educational methodologyMatějka, Vojtěch January 2017 (has links)
The aim of this thesis is to develop an educational methodology for the following languages: Markdown, HyperText Markup Language (HTML), eXtensible Markup Language (XML) and Scalable Vector Graphics (SVG); and to verify the methodology at Czech elementary schools on the lower secondary level. An integral part of the methodology is also an introduction to the history and development, as well as the theory of syntax of the mentioned markup languages, necessary for teaching according to this methodology. The methodology uses specific examples, on which the students can verify their newly acquired knowledge in practice. The verification of the methodology took place in the form of teaching at two Czech elementary schools. The teaching took place in the seventh grade within the compulsory elective subject of informatics, in the ninth grade within a compulsory subject. The expected differences in understanding the markup languages education in favor of the ninth year have not been confirmed. The motivation of the students proved to play much greater role than their age. The verification of the methodology has shown that it is necessary to pay careful attention to the precise formulation of the task assignments and guidelines to the students, to avoid confusion and substitution of the source code of the...
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Vizualizace RDF dat ve webových prohlížečích / RDF Data Visualization in Web BrowsersŠkrobánek, Kristián January 2021 (has links)
This diploma thesis focuses on graph database data visualization, where data is stored in RDF format. Standard visualisation of RDF data in tables does not offer sufficiently usable user view. One of the goals of this work is to show RDF data in interactive graph, which is ideal form of viewing data considering lucidity and information value. The graph gives good view of not only the data itself but also relationships between the data. Another goal is to test ability of browsers to visualize large amounts of data.
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Visualizing Confusion Matrices for Multidimensional Signal Detection Correlational Methods and Semantic Cluster based Visualization in Virtual EnvironmentsZhou, Yue 03 September 2013 (has links)
No description available.
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Designing for Engagement: Using indirect manipulation to support form exploration in 3D modelingSerim, Baris January 2012 (has links)
This thesis aims to study the design possibilities for supporting explorative form-finding in 3D modeling applications. For today’s many design professions, 3D forms are achieved partly in engagement with digital environments. Use of software has far exceeded final idea execution, extending to the early phases of design work in which the outcome is not predetermined. This insight led designers of interactive systems support sketching and ideating activities by reducing the risk of experimentation and cognitive effort demanded from user. Yet, there has been less emphasis on traditional design and craft practice that acknowledges engagement with materials and effort spent on work as an integral part of creative process.The notion of exploration in the scope of this thesis attempts to incorporate such aspects. Relevant literature about workshop practice in design and craft has been reviewed, as well as examples of CAD technologies that aid designers. In this light, HCI perspectives on the design of creativity support tools and games have been discussed. The thesis work aimed to concretize this background by building a design strategy and an interactive artifact. A 3D form-finding application concept using objects in modeling space to indirectly manipulate geometry, “kfields”, has been developed and evaluated with users at various stages. The thesis concludes by reflecting on the findings of different design stages and proposing further directions for design.
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Content repurposing of electrical diagrams for presentation in handheld devicesPapaliakos, Vasilios 12 1900 (has links)
Approved for public release, distribution is unlimited / This thesis proposes a design for content repurposing of electrical diagrams for presentation in small-screen wireless handheld devices. Content repurposing is the on-line adaptation of content to fit device capabilities and user's preferences. The focus of this thesis is on electrical diagrams of the schematic type used for maintenance purposes. Nevertheless, many of the proposed techniques are suitable for other technical drawings as well. A significant amount of work has been done in summarization of Web documents and in diagram recognition, but not for presentation of diagrams in handheld devices. In the design proposed here, techniques are proposed for understanding the semantics of electrical diagrams and for partitioning the drawing images in intelligent ways to formulate coherent units for presentation to the user. / Lieutenant, Hellenic Navy
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NPS AUV workbench: collaborative environment for autonomous underwater vehicles (AUV) mission planning and 3D visualizationLee, Chin Siong 03 1900 (has links)
Approved for public release, distribution is unlimited / alities. The extensible Markup Language (XML) is used for data storage and message exchange, Extensible 3D (X3D) Graphics for visualization and XML Schema-based Binary Compression (XSBC) for data compression. The AUV Workbench provides an intuitive cross-platform-capable tool with extensibility to provide for future enhancements such as agent-based control, asynchronous reporting and communication, loss-free message compression and built-in support for mission data archiving. This thesis also investigates the Jabber instant messaging protocol, showing its suitability for text and file messaging in a tactical environment. Exemplars show that the XML backbone of this open-source technology can be leveraged to enable both human and agent messaging with improvements over current systems. Integrated Jabber instant messaging support makes the NPS AUV Workbench the first custom application supporting XML Tactical Chat (XTC). Results demonstrate that the AUV Workbench provides a capable testbed for diverse AUV technologies, assisting in the development of traditional single-vehicle operations and agent-based multiple-vehicle methodologies. The flexible design of the Workbench further encourages integration of new extensions to serve operational needs. Exemplars demonstrate how in-mission and post-mission event monitoring by human operators can be achieved via simple web page, standard clients or custom instant messaging client. Finally, the AUV Workbench's potential as a tool in the development of multiple-AUV tactics and doctrine is discussed. / Civilian, Singapore Defence Science and Technology Agency
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Resolution-aware Slicing of CAD Data for 3D PrintingOnyeako, Isidore January 2016 (has links)
3D printing applications have achieved increased success as an additive manufacturing (AM) process. Micro-structure of mechanical/biological materials present design challenges owing to the resolution of 3D printers and material properties/composition. Biological materials are complex in structure and composition. Efforts have been made by 3D printer manufacturers to provide materials with varying physical, mechanical and chemical properties, to handle simple to complex applications. As 3D printing is finding more medical applications, we expect future uses in areas such as hip replacement - where smoothness of the femoral head is important to reduce friction that can cause a lot of pain to a patient. The issue of print resolution plays a vital role due to staircase effect. In some practical applications where 3D printing is intended to produce replacement parts with joints with movable parts, low resolution printing results in fused joints when the joint clearance is intended to be very small. Various 3D printers are capable of print resolutions of up to 600dpi (dots per inch) as quoted in their datasheets. Although the above quoted level of detail can satisfy the micro-structure needs of a large set of biological/mechanical models under investigation, it is important to include the ability of a 3D slicing application to check that the printer can properly produce the feature with the smallest detail in a model. A way to perform this check would be the physical measurement of printed parts and comparison to expected results. Our work includes a method for using ray casting to detect features in the 3D CAD models whose sizes are below the minimum allowed by the printer resolution. The resolution validation method is tested using a few simple and complex 3D models. Our proposed method serves two purposes: (a) to assist CAD model designers in developing models whose printability is assured. This is achieved by warning or preventing the designer when they are about to perform shape operations that will lead to regions/features with sizes lower than that of the printer resolution; (b) to validate slicing outputs before generation of G-Codes to identify regions/features with sizes lower than the printer resolution.
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