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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.
51

An integrated system for virtual simulation and visualization of rapidprototyping

Chan, Mei-mei, Amy, 陳美美 January 2002 (has links)
published_or_final_version / abstract / toc / Industrial and Manufacturing Systems Engineering / Master / Master of Philosophy
52

The design of an intelligent structural qualification environment

Dullaway, Neil January 2000 (has links)
No description available.
53

Perceptually modulated level of detail for virtual environments

Reddy, Martin January 1997 (has links)
This thesis presents a generic and principled solution for optimising the visual complexity of any arbitrary computer-generated virtual environment (VE). This is performed with the ultimate goal of reducing the inherent latencies of current virtual reality (VR) technology. Effectively, we wish to remove extraneous detail from an environment which the user cannot perceive, and thus modulate the graphical complexity of a VE with little or no perceptual artifacts. The work proceeds by investigating contemporary models and theories of visual perception and then applying these to the field of real-time computer graphics. Subsequently, a technique is devised to assess the perceptual content of a computer-generated image in terms of spatial frequency (c/deg), and a model of contrast sensitivity is formulated to describe a user's ability to perceive detail under various conditions in terms of this metric. This allows us to base the level of detail (LOD) of each object in a VE on a measure of the degree of spatial detail which the user can perceive at any instant (taking into consideration the size of an object, its angular velocity, and the degree to which it exists in the peripheral field). Additionally, a generic polygon simplification framework is presented to complement the use of perceptually modulated LOD. The efficient implementation of this perceptual model is discussed and a prototype system is evaluated through a suite of experiments. These include a number of low-level psychophysical studies (to evaluate the accuracy of the model), a task performance study (to evaluate the effects of the model on the user), and an analysis of system performance gain (to evaluate the effects of the model on the system). The results show that for the test application chosen, the frame rate of the simulation was manifestly improved (by four to five-fold) with no perceivable drop in image fidelity. As a result, users were able to perform the given wayfinding task more proficiently and rapidly. Finally, conclusions are drawn on the application and utility of perceptually-based optimisations; both in reference to this work, and in the wider context.
54

Virtual relativity : a relativistic model for distributed interactive simulation

Ryan, Matthew D. January 1999 (has links)
No description available.
55

Secure, user-centred conferencing for virtual working systems

Hunter, Neil January 1998 (has links)
No description available.
56

The properties of mixed reality boundaries

Koleva, Boriana January 2001 (has links)
No description available.
57

Three dimensional modelling of Scottish early medieval sculpted stones

Jeffrey, Stuart January 2003 (has links)
No description available.
58

An architecture for agent-oriented virtual inhabited call centres

Chen, Jianrong January 2002 (has links)
No description available.
59

A real-time rope model suitable for game engine usage

Garrido, Randy A. 09 1900 (has links)
Approved for public release; distribution is unlimited / This thesis attempts to lay a foundation for producing a real-time rope model suitable for game engine usage. The model presented here is only one of the many possible approaches in modeling a rope. The basic premise used was derived from Erkin Tunca's source code. The concept is then attempted on the Open Dynamics Engine (ODE) built by Russell Smith. This work shows promise but much still needs to be done. This thesis only scratches the surface on the subject. In addition, ODE is primarily designed for (articulated) rigid bodies. Therefore, the next step is to create a deformable body (the rope) in ODE. / Major, United States Army
60

The Forward Observer Personal Computer Simulator (FOPCSim) 2

Strom, Mark W. 09 1900 (has links)
Due to declining budgets and decreases in ammunition allowances, the opportunity to conduct live fire artillery training has been greatly reduced. The available simulation trainers are either outdated, require specialize contractor support, or are not deployable. FOPCSim was developed at no cost, is freely available, takes advantages of modern 3D graphics, eliminates costly contractor support, and will run on laptops in support of deploying units. The simulator provides users with real-time performance feedback based on the Marine Corps Training and Readiness standards and was designed according to a cognitive task analysis of the call for fire procedures. To evaluate how well FOPCSim trains the call for fire procedures, an experiment was conducted at The Basic School in Quantico, Virginia. FOPCSim was used in place of the current simulation: Training Set, Fire Observation (TSFO) to evaluate its training effectiveness. By eliminating the overhead associated with most simulators, FOPCSim allows users to perform the call for fire procedures with a high degree of repetitiveness which is needed to train this type of task.

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