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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

A Cloud-Based Visual Simulation Environment for Traffic Networks

Onder, Sait Tuna 19 June 2018 (has links)
Cloud-based Integrated Development Environments (IDEs) are highly complex systems compared to stand-alone IDEs that are installed on client devices. Today, the visual simulation environments developed as services on the cloud can offer similar features as client-based IDEs thanks to the advancements to the cloud technologies. However, most of the existing visual simulation tools are developed for client-based systems. Moving towards the cloud for visual simulation environments can provide better collaboration for simulation developers, easy access to the software, and less client hardware dependency. Proper guidance for the development of visual simulation tools can help researchers to develop their tools as a service on the cloud. This thesis presents a Cloud-based visuAl simulatioN enVironment for trAffic networkS (CANVAS), providing a framework that tackles challenges on the cloud-based visual simulation tools. CANVAS offers a set of tools for the composition and visualization of simulation models for the traffic network problem domain. CANVAS uses an asynchronous visualization protocol with efficient resource utilization on the server, enabling concurrent usage of the IDE. The simulation is executed on the server while the visualization is processed on the client-device within web browsers enabling execution-heavy simulations to thin clients. The component-based architecture of CANVAS offers a fully decoupled system that provides easier development and maintenance. The architecture can be used for the development of other cloud-based visual simulation IDEs. The CANVAS design and asynchronous visualization protocol show that advanced visualization capabilities can be provided to the client without depending on the client hardware. / Master of Science
2

Sistema de realidade virtual para simulador visual de passadiço. / Virtual reality system for a ship\'s bridge visual simulator.

Fábio Luiz Doreto Rodrigues 29 October 2010 (has links)
Sistemas de Realidade Virtual são ferramentas comumente usadas no treinamento de procedimentos complexos e de alto risco. Neste trabalho é apresentada a proposta de um simulador visual de passadiço seguindo os conceitos e tecnologias de realidade virtual, descrevendo um ambiente de realidade mista que recria a sensação de presença em uma embarcação real por meio da composição de elementos cenográficos com elementos virtuais. Uma descrição da implementação do sistema de treinamento desenvolvido para a Marinha do Brasil analisando-se as diferenças entre a proposta ideal e o resultado do projeto de engenharia. Este sistema implementado é resultado da integração de diversos subsistemas: uma sala cenográfica que mimetiza uma sala real de passadiço, um sistema de projeção imersivo, consoles computadorizados para interação, um software de visualização para aglomerados gráficos, um mundo virtual e um arcabouço de software integrador. São discutidas as contribuições tecnológicas e acadêmicas provenientes do contraste entre uma proposta resultada dos conceitos de Realidade Virtual projeto e a implementação de um simulador visual de passadiço, desenvolvido a partir de um projeto de engenharia. / Virtual Reality systems are commonly used in training of complex and high-risk procedures. This paper presents a proposal for a visual simulator of a ships bridge conceived by the concepts and technologies of virtual reality, describing a mixed reality environment that recreates the feeling of real presence in a boat through the scenic elements composing with virtual elements. A description of the implementation of the training system developed for the Navy of Brazil by analyzing the differences between the ideal proposal and the result of engineering design. This implemented system is the result of the integration of several subsystems: a scenic simulation room that mimics a real ships bridge, an immersive projection system, interactive computer consoles, VR cluster visualization software, a virtual world and an integrative software framework. The technological and academic contributions of the contrast between an ideal proposal created from virtual reality concepts and an implementation of a ships bridge visual simulator are discussed.
3

Sistema de realidade virtual para simulador visual de passadiço. / Virtual reality system for a ship\'s bridge visual simulator.

Rodrigues, Fábio Luiz Doreto 29 October 2010 (has links)
Sistemas de Realidade Virtual são ferramentas comumente usadas no treinamento de procedimentos complexos e de alto risco. Neste trabalho é apresentada a proposta de um simulador visual de passadiço seguindo os conceitos e tecnologias de realidade virtual, descrevendo um ambiente de realidade mista que recria a sensação de presença em uma embarcação real por meio da composição de elementos cenográficos com elementos virtuais. Uma descrição da implementação do sistema de treinamento desenvolvido para a Marinha do Brasil analisando-se as diferenças entre a proposta ideal e o resultado do projeto de engenharia. Este sistema implementado é resultado da integração de diversos subsistemas: uma sala cenográfica que mimetiza uma sala real de passadiço, um sistema de projeção imersivo, consoles computadorizados para interação, um software de visualização para aglomerados gráficos, um mundo virtual e um arcabouço de software integrador. São discutidas as contribuições tecnológicas e acadêmicas provenientes do contraste entre uma proposta resultada dos conceitos de Realidade Virtual projeto e a implementação de um simulador visual de passadiço, desenvolvido a partir de um projeto de engenharia. / Virtual Reality systems are commonly used in training of complex and high-risk procedures. This paper presents a proposal for a visual simulator of a ships bridge conceived by the concepts and technologies of virtual reality, describing a mixed reality environment that recreates the feeling of real presence in a boat through the scenic elements composing with virtual elements. A description of the implementation of the training system developed for the Navy of Brazil by analyzing the differences between the ideal proposal and the result of engineering design. This implemented system is the result of the integration of several subsystems: a scenic simulation room that mimics a real ships bridge, an immersive projection system, interactive computer consoles, VR cluster visualization software, a virtual world and an integrative software framework. The technological and academic contributions of the contrast between an ideal proposal created from virtual reality concepts and an implementation of a ships bridge visual simulator are discussed.
4

Entornos virtuales de construcción volumétrica en acero: nociones de automatización del modelado 4D para la planificación de procesos

García-González, Andrés A. 03 May 2012 (has links)
This doctoral thesis aims the theoretical and exploratory study of methodologies and mechanisms for automating 4D modeling, applied in the processes planning of volumetric construction in steel. We assume that in architecture, planning is the link of cohesion between design and construction. Hypothetically, we propose that through the study of methodologies and planning tools, we could get to know the mechanisms to extend the digitized information at rendering the design of the building, organizing it, in such a way that will be operable even in its industrialized production. In the area of visual communication in architecture and design, we have noticed a growing interest by the use of these innovations, the transition from CAD to BIM platforms, as well as the implementation of the CAVT (Computer Advanced Visualization Tools), whence 4D technology originated. We find particularly motivating for the realization of this work, the updating in 3D, 4D (3D + time) modeling techniques and its multidimensional progression; besides the verification of the possibilities of integration and synchronization of information, through built-in mechanisms of these new tools. From them, we draw general objective, know and describe how to prepare dynamic animation of assembly movements, a means of representation and communication almost absent in architecture and construction. In the exploratory proposal of the thesis we suggests, if in a 4D dynamic simulation model, ensures that the movements, and in general, the parametrized behavior of 3D graphic entities, occur in accordance with the logic of the construction sequence, then, the information used to represent the design of a building, would be used also for represent the construction process and develop the virtual environment of planning, where movements would be displayed upon executing the operations, the strategy evaluated and the length of its construction quantified. With this work, we intend to overcome the characteristic use of animation in the representation of the design; witch in part has caused the production of static images, preventing the virtual and dynamic representation of the construction processes. Then, on the basis of the analyzed fundamentals, we explore and disclose how to develop a 4D model ¿as built¿, detailing the 3D graphical entities that represent the integral parts of the objects of the building, and even the resources required to build them. Subsequently, we describe how linked together with the construction operations, in an exercise known as process modeling. Mainly we propose a strategy for the elaboration of the two virtual environments of the volumetric construction in steel, through the respective models of dynamic simulation 4D, where the assembly operations in site and offsite production of a modular building come alive virtually. To carry it out, we justify the integration of mechanical design platform, 4D and BIM, (Inventor, Navisworks, and Revit) from Autodesk. In the application of the thesis, we will approach to achieve integration of information from design and construction, for digitizing the complete cycle of industrial production of a modular building. We provide a series of procedures, recommendations, and qualitative appreciations, to capture and manage, the know-how of the logic of construction. Keywords: 4D technology, visual simulation, process planning, virtual construction. / La presente tesis doctoral, tiene por objeto el estudio teórico y exploratorio de las metodologías y mecanismos de automatización del modelado 4D, aplicados en la planificación de procesos de construcción. En este caso, de la construcción volumétrica en acero. Partimos del supuesto de que en la arquitectura, la planificación es el vínculo de cohesión del diseño con la construcción. Hipotéticamente planteamos, que a través del estudio de las metodologías y herramientas de planificación, podríamos llegar a conocer los mecanismos que permitan extender la información digitalizada al representar el diseño de la edificación, organizándola de tal manera, que sea operable hasta en su producción industrializada. En el contexto de la investigación, revisamos la literatura, las metodologías y las referencias significativas en los avances para la planificación de procesos. Se presentan los antecedentes y se justifica la elección de la tecnología de simulación visual 4D, integrada con el modelado multidimensional y los prototipos virtuales, como la nueva herramienta de análisis, que permite disminuir el riesgo en la industria de la construcción. Además, conveniente para que el arquitecto aproveche sus conocimientos de modelado 3D en la elaboración de entornos virtuales de construcción, que proveen la inexistente posibilidad en la arquitectura, de ensayar antes de construir: try before built. En el área de la comunicación visual en la arquitectura y el diseño, hemos percibido un creciente interés por la utilización de estas innovaciones, la transición entre las plataformas CAD al BIM, así como la implementación de las CAVT (Computer Advanced Visualization Tools), de donde proviene la tecnología 4D. Particularmente encontramos motivante para la realización de este trabajo, la actualización en las técnicas de modelado 3D, 4D (3D+tiempo) y su progresión multidimensional; además de la verificación de las posibilidades de integración y sincronización de la información, a través de mecanismos incorporados en estas nuevas herramientas. A partir de ellos, trazamos como objetivo general, conocer y describir cómo elaborar la animación dinámica de los movimientos de ensamblaje, un medio de representación y comunicación prácticamente inexistente en la arquitectura y la construcción.
5

Implementation And Simulation Of Mc68hc11 Microcontroller Unit Using Systemc For Co-design Studies

Tuncali, Cumhur Erkan 01 December 2007 (has links) (PDF)
In this thesis, co-design and co-verification of a microcontroller hardware and software using SystemC is studied. For this purpose, an MC68HC11 microcontroller unit, a test bench that contains input and output modules for the verification of microcontroller unit are implemented using SystemC programming language and a visual simulation program is developed using C# programming language in Microsoft .NET platform. SystemC is a C++ class library that is used for co-designing hardware and software of a system. One of the advantages of using SystemC in system design is the ability to design each module of the system in different abstraction levels. In this thesis, test bench modules are designed in a high abstraction level and microcontroller hardware modules are designed in a lower abstraction level. At the end, a simulation platform that is used for co-simulation and co-verification of hardware and software modules of overall system is developed by combining microcontroller implementation, test bench modules, test software and visual simulation program. Simulations at different levels are performed on the system in the developed simulation platform. Simulation results helped observing errors in designed modules easily and making corrections until all results verified designed hardware modules. This stuation showed that co-designing and co-verifying hardware and software of a system helps finding errors and making corrections in early stages of system design cycle and so reducing design time of the system.
6

Reconstructing The Evolution of Urban Districts: The Use of Computer-Generated Visual Simulation in Urban Design

TANG, JUN 15 September 2002 (has links)
No description available.
7

Mobility enhancement using simulated artificial human vision

Dowling, Jason Anthony January 2007 (has links)
The electrical stimulation of appropriate components of the human visual system can result in the perception of blobs of light (or phosphenes) in totally blind patients. By stimulating an array of closely aligned electrodes it is possible for a patient to perceive very low-resolution images from spatially aligned phosphenes. Using this approach, a number of international research groups are working toward developing multiple electrode systems (called Artificial Human Vision (AHV) systems or visual prostheses) to provide a phosphene-based substitute for normal human vision. Despite the great promise, there are currently a number of constraints with current AHV systems. These include limitations in the number of electrodes which can be implanted and the perceived spatial layout and display frequency of phosphenes. Therefore the development of computer vision techniques that can maximise the visualisation value of the limited number of phosphenes would be useful in compensating for these constraints. The lack of an objective method for comparing different AHV system displays, in addition to comparing AHV systems and other blind mobility aids (such as the long cane), has been a significant problem for AHV researchers. Finally, AHV research in Australia and many other countries relies strongly on theoretical models and animal experimentation due to the difficult of prototype human trials. Because of this constraint the experiments conducted in this thesis were limited to simulated AHV devices with normally sighted research participants and the true impact on blind people can only be regarded as approximated. In light of these constraints, this thesis has two general aims. The first aim is to investigate, evaluate and develop effective techniques for mobility assessment which will allow the objective comparison of different AHV system phosphene presentation methods. The second aim is to develop a useful display framework to guide the development of AHV information presentation, and use this framework to guide the development of an AHV simulation device. The first research contribution resulting from this work is a conceptual framework based on literature reviews of blind and low vision mobility, AHV technology, and computer vision. This framework incorporates a comprehensive number of factors which affect the effectiveness of information presentation in an AHV system. Experiments reported in this thesis have investigated a number of these factors using simulated AHV with human participants. It has been found that higher spatial resolution is associated with accurate walking (reduced veering), whereas higher display rate is associated with faster walking speeds. In this way it has been demonstrated that the conceptual framework supports and guides the development of an adaptive AHV system, with the dynamic adjustment of display properties in real-time. The second research contribution addresses mobility assessment which has been identified as an important issue in the AHV literature. This thesis presents the adaptation of a mobility assessment method from the blind and low vision literature to measure simulated AHV mobility performance using real-time computer based analysis. This method of mobility assessment (based on parameters for walking speed, obstacle contacts and veering) is demonstrated experimentally in two different indoor mobility courses. These experiments involved sixty-five participants wearing a head-mounted simulation device. The final research contribution in this thesis is the development and evaluation of an original real-time looming obstacle detector, based on coarse optical flow, and implemented on a Windows PocketPC based Personal Digital Assistant (PDA) using a CF card camera. PDA based processors are a preferred main processing platform for AHV systems due to their small size, light weight and ease of software development. However, PDA devices are currently constrained by restricted random access memory, lack of a floating point unit and slow internal bus speeds. Therefore any real-time software needs to maximise the use of integer calculations and minimise memory usage. This contribution was significant as the resulting device provided a selection of experimental results and subjective opinions.
8

Optimizing your data structure for real-time 3D rendering in the web : A comparison between object-oriented programming and data-oriented design

Christoforidis, Constantin January 2021 (has links)
Performance is something that is always of concern when developing real-time 3D graphics applications. The way programs are made today with object-oriented programming has certain flaws that are rooted in the methodology itself. By exploring different programming paradigms we can eliminate some of these issues and find what is best for programming in different areas. Because real-time 3D applications need high performance the data-oriented design paradigm that makes the data the center of the application is experimented with. By using data-oriented design we can eliminate certain issues with object-oriented programming and deliver improved applications when it comes to performance, flexibility, and architecture. In this study, an experiment creating the same type of program with the help of different programming paradigms is made to compare the performance of the two. Some additional up- and downsides of the paradigms are also mentioned / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
9

An Extensible Component-Based Architecture for Web-Based Simulation Using Standards-Based Web Browsers

Myers, David S. 23 September 2004 (has links)
Web-based simulation (WBS) systems offer tradeoffs between user interactivity and hardware requirements striking to seek a balance between the differing concerns. Server-based systems offer little interactivity or concurrent visualization capabilities, while client-based systems have increased hardware requirements asking the user to provide high-end workstations. Concurrent visualization of simulation output proves execution intensive, or unusable in some situations. Creating an execution efficient and user friendly WBS system greatly improves user experience while gaining all of the benefits inherent in a web-based system such as high accessibility and ease of maintenance. In order to provide a usable concurrent visualization WBS this thesis developed the Web-Based Queuing System Simulation System (WebQS3). WebQS3 splits the responsibilities of simulation execution and simulation visualization into a client-server environment; the client is responsible for the visualization display and server is responsible for simulation execution. The system differs from many previous WBS systems in that the client-side application is developed using web-standard technologies such as HTTP, XML, SVG, and ECMAScript instead relying on Java Applets and associated technologies. Using web-standards as the foundation of the client agent opens the visualization and model construction functionality to any user that accesses the application using a web browser while also making the application more scalable in terms of user load. Implementing the client with web-standards also included the development of an asynchronous client-server communication protocol as opposed to traditional synchronous communication protocols used by Java WBS systems. The asynchronous protocol demonstrates similar or better execution performance than similar synchronous communication protocols in most quality characteristics. By creating a WBS system using web-standards implemented in most modern web browsers any user may visit the WebQS3 site and have simulation tools available for use. Providing simulation services on the web makes eases the creation of simulation models my making the tools to readily available while facilitating information sharing and collaboration over the web. The WebQS3 system serves as a model to drive research in WBS systems away from proprietary Java technologies to web standards for front-end visualization technologies. / Master of Science
10

Použití mobilního robotu v inteligentním domě / Mobile robot in smart house

Kuparowitz, Tomáš January 2013 (has links)
Aim of this thesis is to search the market for suitable autonomous robot to be used by smart house. The research in this work is partly done on the range of abilities of smart houses in matter of sensor systems, ability of data processing and their use by mobile robots. The output of this thesis is robotics application written using Microsoft Robotics Developer Studio (C#) and simulated using Visual Simulation Environment. Main feature of this robotic application is the interface between robot and smart house, and robot and user. This interface enables employer to directly control robot's movement or to use automated pathfinding. The robot is able to navigate in dynamic environment and to register, interact and eventually forget temporary obstacles.

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