• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 5
  • Tagged with
  • 5
  • 5
  • 4
  • 2
  • 2
  • 2
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 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

Evaluating the Realism of Aspen Trees Generated by an Interactive Script-based Tool

Berglund, Philip January 2022 (has links)
Background. The most common method of generating realistic trees is by using a non-interactive and fully automatic algorithm, however, an interactive method can create realistic results as well. In an effort to show the potential of an interactive method, this thesis proposes a method of generating realistic-looking trees interactively and evaluating their level of perceived realism. Objectives. To evaluate the realism, trees generated by an interactive script, rendered in equal conditions in a game engine, need to be evaluated through a user study. Methods. A tool was implemented in Maya 2022 using PyMel, that can generate trees interactively, in different levels of geometric resolution. Through a user study with a single stimulus setup, the trees were evaluated by students at Blekinge Institute of Technology. Results. The data extracted from the stimulus testing show that all categories of trees created for this study receive a passing grade of realism for video games. What is shown is also that trees categorized as Large have a higher level of perceived realism. A higher level of detail adds to the realism factor. Conclusion. It has been demonstrated that an interactive method can create sufficiently realistic looking trees for a static video game setting. A higher level of detail is shown to increase the level of perceived realism. This thesis concludes by identifying future research and improvements to the methods used for this study.
2

Novel multi-scale topo-morphologic approaches to pulmonary medical image processing

Gao, Zhiyun 01 December 2010 (has links)
The overall aim of my PhD research work is to design, develop, and evaluate a new practical environment to generate separated representations of arterial and venous trees in non-contrast pulmonary CT imaging of human subjects and to extract quantitative measures at different tree-levels. Artery/vein (A/V) separation is of substantial importance contributing to our understanding of pulmonary structure and function, and immediate clinical applications exist, e.g., for assessment of pulmonary emboli. Separated A/V trees may also significantly boost performance of airway segmentation methods for higher tree generations. Although, non-contrast pulmonary CT imaging successfully captures higher tree generations of vasculature, A/V are indistinguishable by their intensity values, and often, there is no trace of intensity variation at locations of fused arteries and veins. Patient-specific structural abnormalities of vascular trees further complicate the task. We developed a novel multi-scale topo-morphologic opening algorithm to separate A/V trees in non-contrast CT images. The algorithm combines fuzzy distance transform, a morphologic feature, with a topologic connectivity and a new morphological reconstruction step to iteratively open multi-scale fusions starting at large scales and progressing towards smaller scales. The algorithm has been successfully applied on fuzzy vessel segmentation results using interactive seed selection via an efficient graphical user interface developed as a part of my PhD project. Accuracy, reproducibility and efficiency of the system are quantitatively evaluated using computer-generated and physical phantoms along with in vivo animal and human data sets and the experimental results formed are quite encouraging. Also, we developed an arc-skeleton based volumetric tree generation algorithm to generate multi-level volumetric tree representation of isolated arterial/venous tree and to extract vascular measurements at different tree levels. The method has been applied on several computer generated phantoms and CT images of pulmonary vessel cast and in vivo pulmonary CT images of a pig at different airway pressure. Experimental results have shown that the method is quite accurate and reproducible. Finally, we developed a new pulmonary vessel segmentation algorithm, i.e., a new anisotropic constrained region growing method that encourages axial region growing while arresting cross-structure leaking. The region growing is locally controlled by tensor scale and structure scale and anisotropy. The method has been successfully applied on several non-contrast pulmonary CT images of human subjects. The accuracy of the new method has been evaluated using manually selection of vascular and non-vascular voxels and the results found are very promising.
3

Procedural generation of imaginative trees using a space colonization algorithm

Juuso, Lina January 2017 (has links)
The modeling of trees is challenging due to their complex branching structures. Three different ways to generate trees are using real world data for reconstruction, interactive modeling methods and modeling with procedural or rule-based systems. Procedural content generation is the idea of using algorithms to automate content creation processes, and it is useful in plant modeling since it can generate a wide variety of plants that can adapt and react to the environment and changing conditions. This thesis focuses on and extends a procedural tree generation technique that uses a space colonization algorithm to model the tree branches' competition for space, and shifts the previous works' focus from realism to fantasy. The technique satisfied the idea of using interaction between the tree's internal and external factors to determine its final shape, by letting the designer control the where and the how of the tree's growth process. The implementation resulted in a tree generation application where the user's imagination decides the limit of what can be produced, and if that limit is reached can the application be used to randomly generate a wide variety of trees and tree-like structures. A motivation for many researchers in the procedural content generation area is how it can be used to augment human imagination. The result of this thesis can be used for that, by stepping away from the restrictions of realism, and with ease let the user generate widely diverse trees, that are not necessarily realistic but, in most cases, adapts to the idea of a tree.
4

Verifying IP-Cores by Mapping Gate to RTL-Level Designs

Jangid, Anuradha January 2013 (has links)
No description available.
5

Automated Field Usability Evaluation Using Generated Task Trees

Harms, Patrick 17 December 2015 (has links)
Jedes Produkt hat eine Gebrauchstauglichkeit (Usability). Das umfasst auch Software,Webseiten und Apps auf mobilen Endgeräten und Fernsehern. Im heutigen Anbieterwettbewerb kann Usability ein entscheidender Faktor für den Erfolg eines Produktes sein. Dies gilt speziell für Software, da alternative Angebote meist schnell und einfach verfügbar sind. Daher sollte jede Softwareentwicklung Gebrauchstauglichkeit als eines ihrer Ziele definieren. Um dieses Ziel zu erreichen, wird beim Usability Engineering während der Entwicklung und der Nutzung eines Produkts kontinuierlich dessen Gebrauchstauglichkeit erfasst und verbessert. Hierfür existiert eine Reihe von Methoden, mit denen in allen Projektphasen entsprechende Probleme erkannt und gelöst werden können. Die meisten dieser Methoden sind jedoch nur manuell einsetzbar und daher kostspielig in der Anwendung.    Die vorliegende Arbeit beschreibt ein vollautomatisiertes Verfahren zur Bewertung der Usability von Software. Das Verfahren zählt zu den nutzerorientierten Methoden und kann für Feldstudien eingesetzt werden. In diesem Verfahren werden zunächst detailliert die Aktionen der Nutzer auf der Oberfläche einer Software aufgezeichnet. Aus diesen Aufzeichnungen berechnet das Verfahren ein Modell der Nutzeroberfläche sowie sogenannte Task-Bäume, welche ein Modell der Nutzung der Software sind. Die beiden Modelle bilden die Grundlage für eine anschließende Erkennung von 14 sogenannten Usability Smells. Diese definieren unerwartetes Nutzerverhalten, das auf ein Problem mit der Gebrauchstauglichkeit der Software hinweist. Das Ergebnis des Verfahrens sind detaillierte Beschreibungen zum Auftreten der Smells in den Task-Bäumen und den aufgezeichneten Nutzeraktionen. Dadurch wird ein Bezug zwischen den Aufgaben des Nutzers, den entsprechenden Problemen sowie ursächlichen Elementen der graphischen Oberfläche hergestellt.    Das Verfahren wird anhand von zwei Webseiten und einer Desktopanwendung validiert. Dabei wird zunächst die Repräsentativität der generierten Task-Bäume für das Nutzerverhalten überprüft. Anschließend werden Usability Smells erkannt und die Ergebnisse manuell analysiert sowie mit Ergebnissen aus der Anwendung etablierter Methoden des Usability Engineerings verglichen. Daraus ergeben sich unter anderem Bedingungen, die bei der Erkennung von Usability Smells erfüllt sein müssen.    Die drei Fallstudien, sowie die gesamte Arbeit zeigen, dass das vorgestellte Verfahren fähig ist, vollautomatisiert unterschiedlichste Usabilityprobleme zu erkennen. Dabei wird auch gezeigt, dass die Ergebnisse des Verfahrens genügend Details beinhalten, um ein gefundenes Problem genauer zu beschreiben und Anhaltspunkte für dessen Lösung zu liefern. Außerdem kann das Verfahren andere Methoden der Usabilityevaluation ergänzen und dabei sehr einfach auch im großen Umfang eingesetzt werden.

Page generated in 0.1545 seconds