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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.
11

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

Paulo Roberto Trenhago 23 March 2009 (has links)
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. / 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.
12

Visualisation and Generalisation of 3D City Models

Mao, Bo January 2010 (has links)
<p>3D city models have been widely used in different applications such as urban planning, traffic control, disaster management etc. Effective visualisation of 3D city models in various scales is one of the pivotal techniques to implement these applications. In this thesis, a framework is proposed to visualise the 3D city models both online and offline using City Geography Makeup Language (CityGML) and Extensible 3D (X3D) to represent and present the models. Then, generalisation methods are studied and tailored to create 3D city scenes in multi-scale dynamically. Finally, the quality of generalised 3D city models is evaluated by measuring the visual similarity from the original models.</p><p> </p><p>In the proposed visualisation framework, 3D city models are stored in CityGML format which supports both geometric and semantic information. These CityGML files are parsed to create 3D scenes and be visualised with existing 3D standard. Because the input and output in the framework are all standardised, it is possible to integrate city models from different sources and visualise them through the different viewers.</p><p> </p><p>Considering the complexity of the city objects, generalisation methods are studied to simplify the city models and increase the visualisation efficiency. In this thesis, the aggregation and typification methods are improved to simplify the 3D city models.</p><p> </p><p>Multiple representation data structures are required to store the generalisation information for dynamic visualisation. One of these is the CityTree, a novel structure to represent building group, which is tested for building aggregation. Meanwhile, Minimum Spanning Tree (MST) is employed to detect the linear building group structures in the city models and they are typified with different strategies. According to the experiments results, by using the CityTree, the generalised 3D city model creation time is reduced by more than 50%.</p><p> </p><p>Different generalisation strategies lead to different outcomes. It is important to evaluate the quality of the generalised models. In this thesis a new evaluation method is proposed: visual features of the 3D city models are represented by Attributed Relation Graph (ARG) and their similarity distances are calculated with Nested Earth Mover’s Distance (NEMD) algorithm. The calculation results and user survey show that the ARG and NEMD methods can reflect the visual similarity between generalised city models and the original ones.</p> / QC 20100923 / ViSuCity Project
13

Haptic interaction with rigid body objects in a simulated environment

Engström, Per January 2006 (has links)
<p>The purpose of this report is to cover the procedure of creating and explaining how to use a tool kit that allows the haptic Application Programming Interface (API) H3D from SenseGraphics to be used in conjunction with an advanced physics simulator from Meqon. Both haptic applications and physics engines have developed rapidly the last couple of years but they are rarely used together. If such a connection would be created it would be possible to interact with complex environments in a new way and a variety of haptic applications can be produced.</p><p>The physics engine from Meqon has gained recognition for its abilities to produce realistic results due to efficient implementation of collision detection system, friction models and collision handling, among other things. H3D is a completely open source API that is based on standards such as OpenGL and X3D. H3D consists of a data base containing nodes, an XML parser to extract a scene graph from the data base and functionality to produce a graphic and haptic interface.</p><p>The tool kit produced in this thesis is an extension to H3D. A fundamental function of the tool kit is to communicate with the Meqon system and still be a part of the H3D structure. The Meqon system has a modular structure where each module has its own abilities. Only the rigid body module is utilised by the tool kit, which however is the most important module. It is possible to define global settings of the engine and rigid body module, add rigid bodies with several elements and insert constraints on the motion of the rigid bodies into the engine. All of these operations are done from the X3D file format that H3D uses, thus letting all functionality of the H3D system available.</p>
14

Haptic interaction with rigid body objects in a simulated environment

Engström, Per January 2006 (has links)
The purpose of this report is to cover the procedure of creating and explaining how to use a tool kit that allows the haptic Application Programming Interface (API) H3D from SenseGraphics to be used in conjunction with an advanced physics simulator from Meqon. Both haptic applications and physics engines have developed rapidly the last couple of years but they are rarely used together. If such a connection would be created it would be possible to interact with complex environments in a new way and a variety of haptic applications can be produced. The physics engine from Meqon has gained recognition for its abilities to produce realistic results due to efficient implementation of collision detection system, friction models and collision handling, among other things. H3D is a completely open source API that is based on standards such as OpenGL and X3D. H3D consists of a data base containing nodes, an XML parser to extract a scene graph from the data base and functionality to produce a graphic and haptic interface. The tool kit produced in this thesis is an extension to H3D. A fundamental function of the tool kit is to communicate with the Meqon system and still be a part of the H3D structure. The Meqon system has a modular structure where each module has its own abilities. Only the rigid body module is utilised by the tool kit, which however is the most important module. It is possible to define global settings of the engine and rigid body module, add rigid bodies with several elements and insert constraints on the motion of the rigid bodies into the engine. All of these operations are done from the X3D file format that H3D uses, thus letting all functionality of the H3D system available.
15

Ansatz zur Interaktion mit dreidimensional visualisierten Softwaremodellen

Kovacs, Pascal 15 August 2011 (has links) (PDF)
Softwaresysteme sind komplexe immaterielle Systeme mit einer Vielzahl von Bestandteilen und Beziehungen. Um den Aufbau, die Funktionsweise und die Entwicklung von Softwaresystemen besser zu verstehen, eignen sich Softwarevisualisierungen, welche die abstrakte Datengrundlage in eine visuelle Repräsentation übertragen. Auf Grund der Masse und der Komplexität der in der Visualisierung enthaltenen Informationen, kommt es schnell zur Unübersichtlichkeit, was sich negativ auf den Prozess des Verstehens auswirkt. Zur Beherrschung der Komplexität muss der Betrachter daher die Gesamtheit zuerst in mehrere Perspektiven unterteilen, um diese anschließend gezielt nach verschiedenen Aspekten untersuchen zu können. Die dafür benötigten Interaktionsmöglichkeiten sind Gegenstand der Untersuchungen in dieser Arbeit, wobei im Wesentlichen Visualisierungen der Struktur von Software als Ausgangspunkt genutzt werden. Insbesondere wird der Frage nachgegangen, wie die Interaktion gestaltet werden kann, damit der Benutzer ein möglichst umfassendes Verständnis der Struktur erlangt. Zur Umsetzung der theoretischen Erkenntnisse wird ein Prototyp vorgestellt, der automatisiert aus den Strukturinformationen eines Ecore-Modells eine interaktive dreidimensionale Softwarevisualisierung der Struktur im freien standardisierten Format Extensible 3D generiert. Der Prozess der Visualisierung wird dabei durch Werkzeuge des openArchitectureWare-Frameworks realisiert. Zur Integration in den Entwicklungsprozess ist der Prototyp in ein Plugin für Eclipse eingebettet.
16

Web services integration on the fly

Leong, Hoe Wai. January 2008 (has links) (PDF)
Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, December 2008. / Thesis Advisor(s): Brutzman, Don. "December 2008." Description based on title screen as viewed on 28 January 2009. Includes bibliographical references (p. 181-183). Also available in print.
17

Standardisierte Auszeichnungssprachen der Computergraphik für interaktive Systeme

Rotard, Martin Christian. January 2005 (has links)
Stuttgart, Univ., Diss., 2005.
18

Animovaný interaktivní 3D model části počítače

Michalík, Petr January 2015 (has links)
Michalík, P. Animated interactive 3D model parts of computer. Diploma thesis. Brno: Mendel University in Brno, 2015. This diploma thesis describes possibilities of creation, use and presentation three-dimensional models, selection of a suitable solution for creation and presentation three-dimensional models, creating static three-dimensional models of computer components and their completion of animation and interactive elements to these models.
19

Projeto de um framework para visualização e controle de simulações distribuídas em diferentes plataformas de software e hardware

Iwasaki, Fábio Minoru 31 May 2008 (has links)
Made available in DSpace on 2016-06-02T19:05:36Z (GMT). No. of bitstreams: 1 2030.pdf: 8429090 bytes, checksum: 3aab1b188c4ea17bb685538b9a591426 (MD5) Previous issue date: 2008-05-31 / Financiadora de Estudos e Projetos / Computer simulation can be used to assess future risks and to support decision making and can be modeled either for quick runs to predict the state of a real-world system or for indeterminate runtime to allow human interaction in a virtual environment for training. To facilitate the modeling and implementation of those simulations, many commercial software suites are available, but proprietary technologies are limited when there is the need to reuse a particular implementation together with other solutions. Faced with the need for interoperability, the High Level Architecture (HLA) standard defines a communication infrastructure for data sharing and synchronization among distributed simulation models. Using the HLA as its basis, this work defines a framework to generate an application for simulation control and management using tridimensional graphics for visualization through the Extensible 3D (X3D) standard. The X3D specifies a runtime environment for 3D content presentation and defines a language and a set of components to describe that content. By using the HLA and X3D standards integrated into technologies such as Web services, this framework provides a solution to visualization and control of distributed simulations in different software and hardware platforms. / Simulações em computadores podem ser usadas para avaliar futuros riscos e auxiliar na tomada de decisões e podem ser modeladas para execuções rápidas para prever o estado de um sistema do mundo real ou podem ser modeladas para execuções com tempo indeterminado que permita interações humanas em um ambiente virtual para treinamento. Para facilitar a modelagem e implementação dessas simulações, vários pacotes comerciais de software estão disponíveis, porém tecnologias proprietárias são limitadas quando há necessidade reutilizar uma determinada implementação em conjunto com outras soluções. Diante da necessidade de interoperabilidade, o padrão High Level Architecture (HLA) define uma infra-estrutura de comunicação para compartilhamento de dados e sincronização entre modelos de simulação distribuídos. Utilizando o HLA como base, este trabalho define um framework para gerar uma aplicação de controle e gerenciamento utilizando gráficos tridimensionais para visualização com o padrão Extensible 3D (X3D). O X3D especifica um ambiente de execução para apresentação de conteúdo 3D e define uma linguagem e um conjunto de componentes para descrever esse conteúdo. Utilizando os padrões HLA e X3D e tecnologias como serviços Web, o framework deste trabalho apresenta uma solução para visualização e controle de simulações distribuídas em diferentes plataformas de software e hardware.
20

Cave m?vel de baixo custo para auxiliar na educa??o

Santos, Rosangela de Ara?jo 19 January 2015 (has links)
Submitted by Automa??o e Estat?stica (sst@bczm.ufrn.br) on 2016-02-22T21:55:16Z No. of bitstreams: 1 RosangelaDeAraujoSantos_DISSERT.pdf: 3335300 bytes, checksum: 54980a258e8543e1da6ff3ef776cb4f8 (MD5) / Approved for entry into archive by Arlan Eloi Leite Silva (eloihistoriador@yahoo.com.br) on 2016-02-24T20:16:02Z (GMT) No. of bitstreams: 1 RosangelaDeAraujoSantos_DISSERT.pdf: 3335300 bytes, checksum: 54980a258e8543e1da6ff3ef776cb4f8 (MD5) / Made available in DSpace on 2016-02-24T20:16:02Z (GMT). No. of bitstreams: 1 RosangelaDeAraujoSantos_DISSERT.pdf: 3335300 bytes, checksum: 54980a258e8543e1da6ff3ef776cb4f8 (MD5) Previous issue date: 2015-01-19 / O alto custo de aquisi??o de uma CAVE, que at? recentemente se estimava em milh?es de d?lares, tornou proibitivo sua dissemina??o como ferramenta de pesquisa e aplica??o na educa??o. Por?m a dr?stica redu??o dos custos do hardware envolvido e o desenvolvimento de Software Livre para gerenciamento destes ambientes tem possibilitado diversos iniciativas de implementa??o de CAVEs de baixo custo. Neste trabalho utilizamos a abordagem metodol?gica de Engenharia de Sistemas para recomendar o projeto e constru??o de uma CAVE de baixo custo a partir de estudos das diversas tecnologias envolvidas. Partimos do dimensionamento do espa?o requerido para sua instala??o, da especifica??o dos materiais que comp?em sua estrutura a escolha do hardware e software de gerenciamento e de constru??o de mundos virtuais. A partir da constru??o do prot?tipo e da escolha da API InstantReality pudemos estabelecer o conhecimento necess?rio a recomenda??o de constru??o de um ambiente imersivo. Esta estrutura permitir? o desenvolvimento e utiliza??o de conte?do disciplinar e interdisciplinar voltado ao ensino/aprendizado, assim como ao avan?o das pesquisas realizadas com uso da Tecnologia de Realidade Virtual na Educa??o, envolvendo novos desafios. / The acquisition cost of a CAVE is high. Until recently, the figure was millions of dollars. This factor prevented the spread of the CAVE as a research tool and application in education. However, in recent years there has been a significant reduction in hardware costs and the development of free software for managing these environments. This cost reduction enabled several initiatives of implementation .In this work we used the methodological approach of Systems Engineering for recommend the design and construction of a low cost CAVE from studies of the various technologies involved. The work starts from the design of the space required for installation, specification of materials that make up its structure the choice of hardware and software management and construction of virtual worlds. From the construction of the prototype and the choice of InstantReality API was established the necessary knowledge to recommend of building an immersive environment. This structure will allow the development and use of disciplinary and interdisciplinary content geared to teaching/learning as well as the advancement of research conducted with use of Virtual Reality Technology in Education, involving new challenges.

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