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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

Modeling the Power Distribution Network of a Virtual City and Studying the Impact of Fire on the Electrical Infrastructure

Bagchi, Arijit 12 March 2013 (has links)
The smooth and reliable operation of key infrastructure components like water distribution systems, electric power systems, and telecommunications is essential for a nation?s economic growth and overall security. Tragic events such as the Northridge earthquake and Hurricane Katrina have shown us how the occurrence of a disaster can cripple one or more such critical infrastructure components and cause widespread damage and destruction. Technological advancements made over the last few decades have resulted in these infrastructure components becoming highly complicated and inter-dependent on each other. The development of tools which can aid in understanding this complex interaction amongst the infrastructure components is thus of paramount importance for being able to manage critical resources and carry out post-emergency recovery missions. The research work conducted as a part of this thesis aims at studying the effects of fire (a calamitous event) on the electrical distribution network of a city. The study has been carried out on a test bed comprising of a virtual city named Micropolis which was modeled using a Geographic Information System (GIS) based software package. This report describes the designing of a separate electrical test bed using Simulink, based on the GIS layout of the power distribution network of Micropolis. It also proposes a method of quantifying the damage caused by fire to the electrical network by means of a parameter called the Load Loss Damage Index (LLDI). Finally, it presents an innovative graph theoretic approach for determining how to route power across faulted sections of the electrical network using a given set of Normally Open switches. The power is routed along a path of minimum impedance. The proposed methodologies are then tested by running numerous simulations on the Micropolis test bed, corresponding to different fire spread scenarios. The LLDI values generated from these simulation runs are then analyzed in order to determine the most damaging scenarios and to identify infrastructure components of the city which are most crucial in containing the damage caused by fire to the electrical network. The conclusions thereby drawn can give useful insights to emergency response personnel when they deal with real-life disasters.
2

Representations of the city in video games

Schweizer, Bobby 08 April 2009 (has links)
This research strives to characterize the means by which video game players experience and understand the space of the game city during the course of play. Three-dimensional video game cities are neither static environments nor stationary views; rather, they are experienced through movement, action, and play. Our experiences of new places are not developed at a glance. Instead, they are cultivated through use over time. This work utilizes games that take place in constructed versions of New York City as a case study. By focusing on the ways players navigate spaces, we can understand how they construct spatial awareness and how this space is transformed into a meaningful place of play. In order to come to this understanding, this study asks a series of questions: How are these spaces arranged? How does the player move through the space and how does the game teach spatial navigation? What actions are performed in the space and how is gameplay adapted for the city environment? And how do of narrative environments contribute to a player's identification with the space? These questions are examined within a framework of urban, cultural, and game studies. I examine techniques that are employed by video game city designers to help players navigate space and make it meaningful. Additionally, this research poses areas for future expansion and experimentation with game cities.
3

Spatial decision support in urban environments using machine learning, 3D geo-visualization and semantic integration of multi-source data / Aide à la décision spatiale dans les environnements urbains à l'aide du machine learning, de la géo-visualisation 3D et de l'intégration sémantique de données multi-sources

Sideris, Nikolaos 26 November 2019 (has links)
La quantité et la disponibilité sans cesse croissantes de données urbaines dérivées de sources variées posent de nombreux problèmes, notamment la consolidation, la visualisation et les perspectives d’exploitation maximales des données susmentionnées. Un problème prééminent qui affecte l’urbanisme est le choix du lieu approprié pour accueillir une activité particulière (service social ou commercial commun) ou l’utilisation correcte d’un bâtiment existant ou d’un espace vide. Dans cette thèse, nous proposons une approche pour aborder les défis précédents rencontrés avec les techniques d’apprentissage automatique, le classifieur de forêts aléatoires comme méthode dominante dans un système qui combine et fusionne divers types de données provenant de sources différentes, et les code à l’aide d’un nouveau modèle sémantique. qui peut capturer et utiliser à la fois des informations géométriques de bas niveau et des informations sémantiques de niveau supérieur et les transmet ensuite au classifieur de forêts aléatoires. Les données sont également transmises à d'autres classificateurs et les résultats sont évalués pour confirmer la prévalence de la méthode proposée. Les données extraites proviennent d’une multitude de sources, par exemple: fournisseurs de données ouvertes et organisations publiques s’occupant de planification urbaine. Lors de leur récupération et de leur inspection à différents niveaux (importation, conversion, géospatiale, par exemple), ils sont convertis de manière appropriée pour respecter les règles du modèle sémantique et les spécifications techniques des sous-systèmes correspondants. Des calculs géométriques et géographiques sont effectués et des informations sémantiques sont extraites. Enfin, les informations des étapes précédentes, ainsi que les résultats des techniques d’apprentissage automatique et des méthodes multicritères, sont intégrés au système et visualisés dans un environnement Web frontal capable d’exécuter et de visualiser des requêtes spatiales, permettant ainsi la gestion de trois processus. objets géoréférencés dimensionnels, leur récupération, transformation et visualisation, en tant que système d'aide à la décision. / The constantly increasing amount and availability of urban data derived from varying sources leads to an assortment of challenges that include, among others, the consolidation, visualization, and maximal exploitation prospects of the aforementioned data. A preeminent problem affecting urban planning is the appropriate choice of location to host a particular activity (either commercial or common welfare service) or the correct use of an existing building or empty space. In this thesis we propose an approach to address the preceding challenges availed with machine learning techniques with the random forests classifier as its dominant method in a system that combines, blends and merges various types of data from different sources, encode them using a novel semantic model that can capture and utilize both low-level geometric information and higher level semantic information and subsequently feeds them to the random forests classifier. The data are also forwarded to alternative classifiers and the results are appraised to confirm the prevalence of the proposed method. The data retrieved stem from a multitude of sources, e.g. open data providers and public organizations dealing with urban planning. Upon their retrieval and inspection at various levels (e.g. import, conversion, geospatial) they are appropriately converted to comply with the rules of the semantic model and the technical specifications of the corresponding subsystems. Geometrical and geographical calculations are performed and semantic information is extracted. Finally, the information from individual earlier stages along with the results from the machine learning techniques and the multicriteria methods are integrated into the system and visualized in a front-end web based environment able to execute and visualize spatial queries, allow the management of three-dimensional georeferenced objects, their retrieval, transformation and visualization, as a decision support system.
4

Synthèse sonore d'ambiances urbaines pour les applications vidéoludiques. / Sound synthesis of urban ambiences for video gaming applications

Tiger, Guillaume 02 December 2014 (has links)
Suite à un état de l'art détaillant la création et l'utilisation de l'espace sonore dans divers environnements urbains virtuels (soundmaps, jeux vidéo, réalité augmentée), il s'agira de déterminer une méthodologie et des techniques de conception pour les espaces sonores urbains virtuels du point de vue de l'immersion, de l'interface et de la dramaturgie.ces développements se feront dans le cadre du projet terra dynamica, tendant vers une utilisation plurielle de la ville virtuelle (sécurité et sureté, transports de surface, aménagement de l'urbanisme, services de proximité et citoyens, jeux). le principal objectif du doctorat sera de déterminer des réponses informatiques concrètes à la problématique suivante : comment, en fonction de leur utilisation anticipée, les espaces sonores urbains virtuels doivent-ils être structurés et avec quels contenus?la formalisation informatique des solutions étayées au fil du doctorat et la création du contenu sonore illustrant le projet seront basés sur l'analyse de données scientifiques provenant de domaines variés tels que la psychologie de la perception, l'architecture et l'urbanisme, l'acoustique, la recherche esthétique (musicale) ainsi que sur l'observation et le recueil de données audio-visuelles du territoire urbain, de manière à rendre compte tant de la richesse du concept d'espace sonore que de la multiplicité de ses déclinaisons dans le cadre de la ville virtuelle. / In video gaming and interactive media, the making of complex sound ambiences relies heavily on the allowed memory and computational resources. So a compromise solution is necessary regarding the choice of audio material and its treatment in order to reach immersive and credible real-time ambiences. Alternatively, the use of procedural audio techniques, i.e. the generation of audio content relatively to the data provided by the virtual scene, has increased in recent years. Procedural methodologies seem appropriate to sonify complex environments such as virtual cities.In this thesis we specifically focus on the creation of interactive urban sound ambiences. Our analysis of these ambiences is based on the Soundscape theory and on a state of art on game oriented urban interactive applications. We infer that the virtual urban soundscape is made of several perceptive auditory grounds including a background. As a first contribution we define the morphological and narrative properties of such a background. We then consider the urban background sound as a texture and propose, as a second contribution, to pinpoint, specify and prototype a granular synthesis tool dedicated to interactive urban sound backgrounds.The synthesizer prototype is created using the visual programming language Pure Data. On the basis of our state of the art, we include an urban ambiences recording methodology to feed the granular synthesis. Finally, two validation steps regarding the prototype are described: the integration to the virtual city simulation Terra Dynamica on the one side and a perceptive listening comparison test on the other.
5

Synthèse sonore d'ambiances urbaines pour les applications vidéoludiques / Sound synthesis of urban ambiences for video gaming applications

Tiger, Guillaume 02 December 2014 (has links)
Suite à un état de l'art détaillant la création et l'utilisation de l'espace sonore dans divers environnements urbains virtuels (soundmaps, jeux vidéo, réalité augmentée), il s'agira de déterminer une méthodologie et des techniques de conception pour les espaces sonores urbains virtuels du point de vue de l'immersion, de l'interface et de la dramaturgie.ces développements se feront dans le cadre du projet terra dynamica, tendant vers une utilisation plurielle de la ville virtuelle (sécurité et sureté, transports de surface, aménagement de l'urbanisme, services de proximité et citoyens, jeux). le principal objectif du doctorat sera de déterminer des réponses informatiques concrètes à la problématique suivante : comment, en fonction de leur utilisation anticipée, les espaces sonores urbains virtuels doivent-ils être structurés et avec quels contenus?la formalisation informatique des solutions étayées au fil du doctorat et la création du contenu sonore illustrant le projet seront basés sur l'analyse de données scientifiques provenant de domaines variés tels que la psychologie de la perception, l'architecture et l'urbanisme, l'acoustique, la recherche esthétique (musicale) ainsi que sur l'observation et le recueil de données audio-visuelles du territoire urbain, de manière à rendre compte tant de la richesse du concept d'espace sonore que de la multiplicité de ses déclinaisons dans le cadre de la ville virtuelle. / In video gaming and interactive media, the making of complex sound ambiences relies heavily on the allowed memory and computational resources. So a compromise solution is necessary regarding the choice of audio material and its treatment in order to reach immersive and credible real-time ambiences. Alternatively, the use of procedural audio techniques, i.e. the generation of audio content relatively to the data provided by the virtual scene, has increased in recent years. Procedural methodologies seem appropriate to sonify complex environments such as virtual cities.In this thesis we specifically focus on the creation of interactive urban sound ambiences. Our analysis of these ambiences is based on the Soundscape theory and on a state of art on game oriented urban interactive applications. We infer that the virtual urban soundscape is made of several perceptive auditory grounds including a background. As a first contribution we define the morphological and narrative properties of such a background. We then consider the urban background sound as a texture and propose, as a second contribution, to pinpoint, specify and prototype a granular synthesis tool dedicated to interactive urban sound backgrounds.The synthesizer prototype is created using the visual programming language Pure Data. On the basis of our state of the art, we include an urban ambiences recording methodology to feed the granular synthesis. Finally, two validation steps regarding the prototype are described: the integration to the virtual city simulation Terra Dynamica on the one side and a perceptive listening comparison test on the other.

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