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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

Trimatės vartotojo sąsajos, kuriamos atkuriamosios grafikos priemonėmis / Establishing of three-dimensional connections using graphic communications

Vižinienė, Asta 16 August 2007 (has links)
Atkuriamosios grafikos priemonės leidžia sukurti trimatę vartotojo sąsają, panaudojant įvarius trimačius modelius. Darbo tikslas: Trimačių modelių aprašymo kalbų analizė ir trimatės vartotojo sąsajos modelio sukūrimas. Darbo uždaviniai: išnagrinėti literatūrą apie trimatės vartotojo sąsajos kūrimą, atlikti atkuriamosios grafikos priemonių, skirtų kurti trimačius objektus, analizę bei pagrindinių virtualios realybės aprašymo kalbų analizę, pasinaudojant atkuriamosios grafikos priemonėmis sukurti trimatė vartotojo sąsajos modelį – trimatį tinklalapį. Trimatė vartotojo sąsaja gali būti kuriama pasinaudojant X3D priemonėmis arba naudojantis atskiromis programomis, skirtomis kurti trimačius objektus (pavyzdžiui, CAD, 3ds max, Maya) juos vėliau apjungiant. Virtuali realybė aprašoma VRML bei X3D kalbomis. / Objectives of the work: Literature analysis on use and construction of the three-dimensional connections, analysis of graphic tools used for construction of the three dimensional objects, the analysis of main computer languages for building the virtual reality, and establishing a model/web site of three dimensional connections by implementing investigated tools for three dimensional graphics. Reference base: Different tools for construction, modulation and data processing of the three dimensional environments, literature references. Three dimensional connections could be established by implementing X3D tools or by first using the programs for construction of three dimensional objects (for example CAD, 3ds max, Maya) and connecting them later. Virtual reality could be described using VRML and X3D languages.
2

X3D-UML: User-Centred Design, Implementation and Evaluation of 3D UML Using X3D

McIntosh, Paul Malcolm, paul.mcintosh@internetscooter.com January 2010 (has links)
This thesis presents an in-depth investigation into the practical use of 3D for software visualisation. This work presents the first comprehensive user-centred study which examines the software engineering tasks users undertake currently, the issues that 3D addresses and a measure of benefit of the 3D solution compared to traditional approaches. This thesis also presents a mechanism for creating 3D software visualisations, a refined evaluation methodology and visualisation heuristics that together provide a valuable resource for further research into this area. The research results have been structured so they are directly applicable to industry and as such are already undergoing industrial adoption. This has been achieved through the following: Firstly the research augments current and accepted software visualisation approaches by basing the visual notation on the Unified Modelling Language (UML). This has enabled the current visual software engineering tasks to be studied and for representative user tasks to be captured and quantified. The 3D visualisations then complement the current working practices by solving
3

X3D-UML: User-Centred Design, Implementation and Evaluation of 3D UML Using X3D

McIntosh, Paul Malcolm, paul.mcintosh@internetscooter.com January 2010 (has links)
This thesis presents an in-depth investigation into the practical use of 3D for software visualisation. This work presents the first comprehensive user-centred study which examines the software engineering tasks users undertake currently, the issues that 3D addresses and a measure of benefit of the 3D solution compared to traditional approaches. This thesis also presents a mechanism for creating 3D software visualisations, a refined evaluation methodology and visualisation heuristics that together provide a valuable resource for further research into this area. The research results have been structured so they are directly applicable to industry and as such are already undergoing industrial adoption. This has been achieved through the following: Firstly the research augments current and accepted software visualisation approaches by basing the visual notation on the Unified Modelling Language (UML). This has enabled the current visual software engineering tasks to be studied and for representative user tasks to be captured and quantified. The 3D visualisations then complement the current working practices by solving
4

X3D-UML: User-Centred Design, Implementation and Evaluation of 3D UML Using X3D

McIntosh, Paul Malcolm, paul.mcintosh@internetscooter.com January 2010 (has links)
This thesis presents an in-depth investigation into the practical use of 3D for software visualisation. This work presents the first comprehensive user-centred study which examines the software engineering tasks users undertake currently, the issues that 3D addresses and a measure of benefit of the 3D solution compared to traditional approaches. This thesis also presents a mechanism for creating 3D software visualisations, a refined evaluation methodology and visualisation heuristics that together provide a valuable resource for further research into this area. The research results have been structured so they are directly applicable to industry and as such are already undergoing industrial adoption. This has been achieved through the following: Firstly the research augments current and accepted software visualisation approaches by basing the visual notation on the Unified Modelling Language (UML). This has enabled the current visual software engineering tasks to be studied and for representative user tasks to be captured and quantified. The 3D visualisations then complement the current working practices by solving
5

X3D-UML: User-Centred Design, Implementation and Evaluation of 3D UML Using X3D

McIntosh, Paul Malcolm, paul.mcintosh@internetscooter.com January 2010 (has links)
This thesis presents an in-depth investigation into the practical use of 3D for software visualisation. This work presents the first comprehensive user-centred study which examines the software engineering tasks users undertake currently, the issues that 3D addresses and a measure of benefit of the 3D solution compared to traditional approaches. This thesis also presents a mechanism for creating 3D software visualisations, a refined evaluation methodology and visualisation heuristics that together provide a valuable resource for further research into this area. The research results have been structured so they are directly applicable to industry and as such are already undergoing industrial adoption. This has been achieved through the following: Firstly the research augments current and accepted software visualisation approaches by basing the visual notation on the Unified Modelling Language (UML). This has enabled the current visual software engineering tasks to be studied and for representative user tasks to be captured and quantified. The 3D visualisations then complement the current working practices by solving
6

[en] DWEB3D: A TOOLKIT TO HELP THE CREATION AND USE OF 3D SCENES USING X3D / [pt] DWEB3D: UM TOOLKIT PARA FACILITAR A CRIAÇÃO E MANIPULAÇÃO DE CENAS 3D USANDO X3D

FELIPE FERREIRA QUINTELLA 20 September 2017 (has links)
[pt] Este trabalho se propõe a estudar os desafios de aplicações 3D na web, analisando o cenário atual deste tipo de aplicação, o porquê da baixa adoção dos métodos existentes, o que funciona e o que não funciona bem. Então é sugerida uma nova abordagem para a construção de mundos 3D e aplicações interativas. O foco do estudo foi no padrão X3D, por ser uma solução aberta, suportada por um consórcio internacional, madura e em constante crescimento, porém com pequena adoção. Suas qualidades e problemas são discutidos e correlacionados com soluções existentes. Neste processo detecta-se algumas necessidades das aplicações atuais e a complexidade do X3D ao lidar com essas questões. Como uma tentativa de demonstrar que algumas das complexidades do X3D podem ser amenizadas foi desenvolvido o DWeb3D. O DWeb3D é um toolkit para facilitar o desenvolvimento de aplicações X3D dinâmicas. Ele foi criado para ser uma forma de demostrar que é possível agilizar o processo de desenvolvimento, dando acesso mais amplo aos desenvolvedores nesta área. O toolkit oferece ferramentas para lidar com a publicação, o sincronismo, a interatividade e o controle de múltiplos usuários, além de possibilitar a persistência do grafo de cena. / [en] This work studies the challenges of 3D applications on the web. It analizes the current scenario of 3D web applications, the reasons of the low adoption of existent solutions, what works well, and what doesn t work. It is then suggested a new approach for the construction of 3D worlds and interactive applications. The study is focused on the X3D standard because it is open, supported by an international consortium, mature and in constant development, but with a low adoption rate. The X3D qualities and problems are discussed and correlated with other solutions. In this process it was detected some necessities in current applications and the complexity of X3D to deal with these issues. As an attempt to demonstrate that the complexity of X3D in some aspects may be reduced, the DWeb3D toolkit was built. DWeb3d is a toolkit to help the development of dynamic X3D applications. It was created as a way to demonstrate that it is possible to facilitate the development process, increasing the access to developers in this area. The toolkit provides tools to deal with publishing, synchronism, interactivity, multiple users management and disk persistency.
7

VEPersonal uma infra-estrutura para geração e manutenção de ambientes virtuais adaptativos

Salerno de Aquino, Marcus January 2007 (has links)
Made available in DSpace on 2014-06-12T15:53:46Z (GMT). No. of bitstreams: 2 arquivo6024_1.pdf: 2680879 bytes, checksum: 7867a910f276abf9ee8e034f1b283d56 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2007 / Os avanços das técnicas de Realidade Virtual têm contribuído para que os Ambientes Virtuais se tornem mais dinâmicos e mais realistas. Além disso, essas técnicas são importantes para tornar tais sistemas mais próximos da realidade dos usuários. Técnicas para geração de ambientes virtuais que se adaptam ao perfil do usuário têm sido desenvolvidas, incorporando procedimentos de acompanhamento de ações e modificando o ambiente em função deste comportamento. Esta tese apresenta o sistema VEPersonal (Personalized Virtual Environment), uma infra-estrutura para gerenciamento de componentes de realidade virtual, que permite adaptar ambientes virtuais, em tempo real, em função do nível de conhecimento do usuário ou de suas necessidades. Tais componentes são armazenados em um SGBD com suporte a XML para permitir a reutilização na construção de novos mundos virtuais. Cada objeto do mundo pode conter vários níveis de informação que são apresentados ao usuário de acordo com o seu nível de conhecimento ou a sua capacidade de aprendizado. Uma sociedade de agentes monitora as ações do usuário, calcula as atualizações necessárias e determina quais objetos e qual o nível de detalhes devem ser apresentados ao mundo virtual do usuário corrente. Um modelo do usuário e um modelo do ambiente mantêm informações atualizadas sobre o perfil do usuário e o ambiente utilizado, respectivamente, facilitando a tomada de decisão por parte dos agentes. A interface entre o servidor e a máquina do cliente utiliza uma comunicação síncrona que permite gerenciar as ações do usuário e atualizar o seu ambiente em tempo real. Com o VEPersonal, ambientes virtuais adaptativos para a Web podem ser gerados de acordo com a evolução cognitiva do usuário, de maneira dinâmica e personalizada
8

Towards a definition of virtual objects with Partial Differential Equations

Ugail, Hassan, Sourin, A., Sourina, O., Gonzalez Castro, Gabriela January 2009 (has links)
No / We propose an efficient alternative to commonly used parametric surfaces such as NURBS surfaces for definition of complex geometry in shared virtual spaces. Our mathematical model allows to define objects by only providing coordinates of the section curves in 3-space. The resulting parametric functions allow fast calculation of the coordinates of the points on the surface of the objects. We devise an algorithm which evaluates the coefficients of these functions in real time. Given the small size of the resulting formulas and interactive rates for their calculation, we are able to efficiently use such PDE-based models for making virtual objects in shared virtual spaces. We describe the modeling framework and illustrate the proposed theoretical concepts with our function-based extension of VRML and X3D.
9

A Novel Level-of-Detail Technique for Virtual City Environments: Design and Evaluation

Singh, Ankit 16 May 2012 (has links)
Virtual City Environments (VCEs) and Mirror Worlds can be a useful resource for communities such as the local government, researchers and the general public to collaborate on tasks like town planning, threat assessment, commerce and research. There are open standards like Extensible 3D (X3D, which represents 3D graphics) and CityGML (a Geography Markup Language to manage 3D building data). These standards are royalty-free and used to create, manage, share and portray such environments. However, there are critical challenges to delivering such complex and detailed Mirror Worlds in real-time. In this work, we focus on runtime data structures and performance for Level-of-Detail (LOD) management and real-time portrayal. We begin with a VCE defined in existing semantic models such as the CityGML specification. We implement and evaluate a novel X3D-based Level-of-Detail technique called ProxyPrismLOD, which leverages the CityGML standard of a 4-step LOD hierarchy. For switching between different models of the same object at near ranges, our LOD technique uses a custom shape we call a ProxyPrism to optimally encapsulate irregularly and asymmetrically shaped building models. First, we ran a user study to understand the visual dynamics of range-based LOD switching. Specifically, we evaluated several scaling factors for an exponential range cutoff function. The function is based on the model's size as well as the environment density. In this experiment, participants rated "visual granularity" and "distraction" levels of the LOD technique over two Software Field-of-View (sFOV) conditions. A scaling factor of Beta = 3 was determined. Second, we ran a series of simulations to study the performance benefits of ProxyPrismLOD technique over the basic range-based LOD. We observed performance benefits up to 7.46% in terms of overall Frames-per-Seconds (FPS) on the models we tested. / Master of Science
10

Ambiente de Realidade Virtual Automático para Visualização de Dados Biológicos / Automatic Virtual Environment for Biological Data Visualization

Trenhago, Paulo Roberto 23 March 2009 (has links)
Made available in DSpace on 2015-03-04T18:51:20Z (GMT). No. of bitstreams: 1 Trenhago2.pdf: 15966707 bytes, checksum: 00c5e69b3e4ccb8745765adf1d2fa0a8 (MD5) Previous issue date: 2009-03-23 / Coordenacao de Aperfeicoamento de Pessoal de Nivel Superior / This work describes the development of a software structure that currently controls the CAVE at LNCC, as well as its use for biological data visualization. This work also includes the adaptation and configuration of the InstantReality framework considering all particularities of the CAVE built at LNCC, which amongst other things does not have square walls all around (two walls have a particular shape). In order to accompish this task we make use of the emerging X3D technology. This work also proposes a process for fast development of biological data visualization. Such process has been used to develop a series of sample applications, which included geometric description of parts of the human cardiovascular system as well as other structures such as parts of worms and other creatures, visualization of proteine models and virus envelops both relying or not on some programming language. This work also introduces important aspects of complex surface visualization and describes the implementation of a GPU based ilumination model. Additionally, some justifications are presented regarding the use of Virtual Reality as a tool for bioinformatics visuzalization or biologic applications. Finally, this work evaluates the CAVE prototype, considering each of its components, in the light of the results achieved in the biologic visualization applications developed. Problems are identified and further improvements are proposed. / Este trabalho descreve o desenvolvimento de uma estrutura lógica de software para o controle do CAVE do LNCC e sua utilização na visualização de dados biológicos. Configuramos e adaptamos o framework InstantReality para fazer funcionar todos os componentes singulares do CAVE do LNCC ( uma parede não ortogonal, duas paredes com cinco lados, projetores convencionais, entre outros ) por meio de uma tecnologia emergente, o X3D, usado para distribuir conteúdo 3D multimídia pela Internet. Propomos um processo para o rápido desenvolvimento, recorrendo ou não a uma linguagem de programação, de aplicações para visualização de dados biológicos, tais como: descrição geométrica de parte do sistema cardiovascular humano, de parte de uma larva, visualização de modelos de proteínas e capsídios de vírus. Apresentamos questões importantes na visualização de superfícies complexas, como a importância do modelo de iluminação utilizado e descrevemos a implementação de um modelos de iluminação em GPU. Adicionalmente, justificamos o emprego da Realidade Virtual como ferramenta valiosa para a visualização em bioinformática, e mesmo na biologia. Finalmente, avaliamos a eficiência geral do CAVE e de cada componente,através dos resultados obtidos na visualização de cenários temáticos de interesse biológico. Identificamos possíveis problemas e sugerimos opções para uma melhoria geral do desempenho.

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