20 resultados para SKELETON


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This paper presents an overview of depth averaged modelling of fast catastrophic landslides where coupling of solid skeleton and pore fluid (air and water) is important. The first goal is to show how Biot-Zienkiewicz models can be applied to develop depth integrated, coupled models. The second objective of the paper is to consider a link which can be established between rheological and constitutive models. Perzyna´s viscoplasticity can be considered a general framework within which rheological models such as Bingham and cohesive frictional fluids can be derived. Among the several alternative numerical models, we will focus here on SPH which has not been widely applied by engineers to model landslide propagation. We propose an improvement, based on combining Finite Difference meshes associated to SPH nodes to describe pore pressure evolution inside the landslide mass. We devote a Section to analyze the performance of the models, considering three sets of tests and examples which allows to assess the model performance and limitations: (i) Problems having an analytical solution, (ii) Small scale laboratory tests, and (iii) Real cases for which we have had access to reliable information

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Vector reconstruction of objects from an unstructured point cloud obtained with a LiDAR-based system (light detection and ranging) is one of the most promising methods to build three dimensional models of orchards. The cylinder fitting method for woody structure reconstruction of leafless trees from point clouds obtained with a mobile terrestrial laser scanner (MTLS) has been analysed. The advantage of this method is that it performs reconstruction in a single step. The most time consuming part of the algorithm is generation of the cylinder direction, which must be recalculated at the inclusion of each point in the cylinder. The tree skeleton is obtained at the same time as the cluster of cylinders is formed. The method does not guarantee a unique convergence and the reconstruction parameter values must be carefully chosen. A balanced processing of clusters has also been defined which has proven to be very efficient in terms of processing time by following the hierarchy of branches, predecessors and successors. The algorithm was applied to simulated MTLS of virtual orchard models and to MTLS data of real orchards. The constraints applied in the method have been reviewed to ensure better convergence and simpler use of parameters. The results obtained show a correct reconstruction of the woody structure of the trees and the algorithm runs in linear logarithmic time

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La colonia experimental de Schorlemerallee y las villas Am Rupenhorn son dos proyectos concluidos en 1930 por los hermanos Wassili y Hans Luckhardt con Alfons Anker en Berlín. Ambos proyectos forman parte del mismo proceso, que comienza en la Colonia -una exploración sobre el lenguaje moderno en una serie de fases sucesivas- y culmina con las Villas. Éstas últimas, realizadas inmediatamente después de la Colonia, son la síntesis de esa experiencia, aunque finalmente acabaron trascendiéndola, ya que se convirtieron en un modelo sobre la casa en la naturaleza, sobre la idea de la villa clásica y sobre los nuevos modos de habitar, alcanzando con el tiempo la condición de canon moderno. A pesar de ello, no es esta condición lo más importante. Lo singular en este caso, es el propio proceso de proyecto –Colonia versus Villas- un verdadero experimento en su concepción, método y resultados, a través del cual sus autores investigan nuevas tecnologías aplicadas a nuevas formas de habitar y desarrollan un nuevo lenguaje, cuyo resultado son unos prototipos tecnológicos, con los que pretenden, como diría Mies van der Rohe: “Me he esforzado por construir una arquitectura para una sociedad tecnológica. He intentado que todo resultara razonable y claro.....para que cualquiera pueda hacer arquitectura.” El momento y lugar no pueden ser más propicios: Berlín entre 1924 y 1930, en el mismo origen del Movimiento Moderno. El experimento se plantea con auténtico rigor científico. Los arquitectos diseñan, construyen y financian su proyecto, controlando todas sus variables. Especialmente, por lo insólito, es el control de la variable económica. Porque este factor, la economía, es para ellos una clave fundamental del proceso. Se trataba de demostrar que la Nueva Arquitectura (o Neues Bauen, como les gustaba denominarla) era capaz de construir mejor y más rápido la vivienda para una nueva sociedad. La revolución y la vanguardia van de la mano: son el Zeitgeist o espíritu de la época, un contexto que es parte sustancial del proceso, y como lo calificarían los Smithson, un contexto heroico. El concepto se centra en la tríada Bauhaus: diseño + tecnología x economía. En cuanto al método, se fijan una serie de parámetros –las variables del experimento- que se agrupan en tres categorías distintas: topología, tipología y tecnología. La combinación de las variables de cada categoría dará lugar a un sistema con unas características determinadas: una definición del espacio, una forma, un lenguaje y una tecnología, características que permiten establecer las reglas para su desarrollo. Los sistemas resultantes son tres, denominados según su doble condición tipológica/ tecnológica: 1. Sistema de muro de carga: Viviendas adosadas en zig-zag o Mauerwerksbauten. 2. Sistema de esqueleto de acero: Viviendas aisladas o Stahlskelettbauten 3. Sistema de hormigón armado: Viviendas en hilera recta o Betonbauten Las villas Am Rupenhorn se plantean a continuación como verificación de este proceso: la síntesis de las categorías desarrolladas en la Colonia. Pero llegan en un momento de gracia, justo cuando los Luckhardt y Anker se encuentran profundamente implicados en el proceso de desarrollo de un nuevo lenguaje y con la reciente experiencia de la Colonia, que ha sido un éxito en casi todos los aspectos posibles. “En 1930, están en la cumbre”, como diría su mejor crítico y antiguo colaborador: Achim Wendschuh. En las Villas, los arquitectos integran su lenguaje, ya plenamente moderno, con sus experiencias previas: las que los relacionan con su reciente expresionismo (que se podría calificar como Kunstwollen) y con la tradición clásica de la cultura arquitectónica alemana: el sentido del material que deben a Semper y la sensibilidad hacia el paisaje, que toman de Schinkel. El extraordinario interés de las Villas se debe a factores como el tratamiento de la relación dual, poco habitual en la arquitectura moderna, la síntesis de lenguajes y las circunstancias de su momento histórico, factores que las han convertido en una propuesta única e irrepetible de una de las vías experimentales más interesantes y desconocidas de la Modernidad. ABSTRACT The experimental Housing Estate of Schorlemerallee and the Am Rupenhorn Villas are two projects completed by the brothers Wassili and Hans Luckhardt with Alfons Anker in Berlin in 1930. Both projects are part of the same process, starting with the Housing Estate --an exploration of the modern language in a series of phases- which culminates with the Villas project. The Villas Am Ruperhorn, designed immediately after the Housing development, are the synthesis and crowning point of this experience, even finally over passing it, since they have become a model of the house in nature, related with both the ideal of the classical villa and the new ways of life, reaching the condition of a modern canon. However, this is not its most important issue. The most remarkable condition is the project process itself -Housing versus Villas- a true experiment in concept, method and results, in which the authors research new technologies for new ways of living, developing an innovative language, with results in new prototypes, in the way Mies van der Rohe was looking for: “I have tried to make an architecture for a technological society. I have wanted to keep everything reasonable and clear… to have an architecture that anybody can do." The time and place could not be more favourable: Berlin from 1924 to 1930, in the very origin of Modern Movement. The experiment takes place with genuine scientific accuracy. Architects design, build and finance their own project, controlling all variables. Especially, and quite unusual, the control of the economic variable. Precisely the economic factor is for them a fundamental key to the process. It was shown to prove that the new architecture (or Neues Bauen, as they liked to call it) was able to build not only faster, better and more efficient dwellings for a new society, but also at lower cost. Revolution and Avant-garde use to move forward together, because they share the Zeitgeist --or time's spirit--, a context which is a substantial part of the process, and as the Alison & Peter Smithsons would describe, an heroic context. The concept focuses on the Bauhaus triad: Design + Technology x Economy. For the method, a number of variables are fixed --the experimental parameters-- that are later grouped into three distinct categories: Topology, Typology and Technology. The combination of these variables within each category gives way to several systems, with specific characteristics: a definition of space, a form, a language and a technology, thus allowing to establish the rules for its development: The resulting systems are three, called by double typological / technological issue: 1. Terraced Housing in zig-zag or Mauerwerksbauten (bearing wall system) 2. Detached Housing or Stahlskelettbauten (steel skeleton system) 3. Terraced Housing in one row or Betonbauten (reinforced concrete system) The Am Rupenhorn Villas are planned as the check of this process: the synthesis of the categories developed all through the Housing Estate research. The Am Ruperhorn project is developed in a crucial moment, just as the Luckhardts and Anker are deeply involved in the definition process of a new language after the recent experience of Schorlemerallee, which has been a success in almost all possible aspects. "In 1930, they are on the top” has said his best critic and long-time collaborator, Achim Wendschuh. In the Villas, the authors make up their fully modern language with their own background, related with their recent Expressionist trend (Kunstwollen) and with the classical tradition of the German architectural culture: the notion of material related with Semper and the sensible approach to the landscape, linked with Schinkel. Its extraordinary interest lay on diverse factors, such as dual relationships, unusual in modern architecture, synthesis of languages and circumstances of their historical moment, all factors that have become a unique and unrepeatable proposal in one of the most extraordinary experimental ways of Modernity.

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The proliferation of video games and other applications of computer graphics in everyday life demands a much easier way to create animatable virtual human characters. Traditionally, this has been the job of highly skilled artists and animators that painstakingly model, rig and animate their avatars, and usually have to tune them for each application and transmission/rendering platform. The emergence of virtual/mixed reality environments also calls for practical and costeffective ways to produce custom models of actual people. The purpose of the present dissertation is bringing 3D human scanning closer to the average user. For this, two different techniques are presented, one passive and one active. The first one is a fully automatic system for generating statically multi-textured avatars of real people captured with several standard cameras. Our system uses a state-of-the-art shape from silhouette technique to retrieve the shape of subject. However, to deal with the lack of detail that is common in the facial region for these kind of techniques, which do not handle concavities correctly, our system proposes an approach to improve the quality of this region. This face enhancement technique uses a generic facial model which is transformed according to the specific facial features of the subject. Moreover, this system features a novel technique for generating view-independent texture atlases computed from the original images. This static multi-texturing system yields a seamless texture atlas calculated by combining the color information from several photos. We suppress the color seams due to image misalignments and irregular lighting conditions that multi-texturing approaches typically suffer from, while minimizing the blurring effect introduced by color blending techniques. The second technique features a system to retrieve a fully animatable 3D model of a human using a commercial depth sensor. Differently to other approaches in the current state of the art, our system does not require the user to be completely still through the scanning process, and neither the depth sensor is moved around the subject to cover all its surface. Instead, the depth sensor remains static and the skeleton tracking information is used to compensate the user’s movements during the scanning stage. RESUMEN La popularización de videojuegos y otras aplicaciones de los gráficos por ordenador en el día a día requiere una manera más sencilla de crear modelos virtuales humanos animables. Tradicionalmente, estos modelos han sido creados por artistas profesionales que cuidadosamente los modelan y animan, y que tienen que adaptar específicamente para cada aplicación y plataforma de transmisión o visualización. La aparición de los entornos de realidad virtual/mixta aumenta incluso más la demanda de técnicas prácticas y baratas para producir modelos 3D representando personas reales. El objetivo de esta tesis es acercar el escaneo de humanos en 3D al usuario medio. Para ello, se presentan dos técnicas diferentes, una pasiva y una activa. La primera es un sistema automático para generar avatares multi-texturizados de personas reales mediante una serie de cámaras comunes. Nuestro sistema usa técnicas del estado del arte basadas en shape from silhouette para extraer la forma del sujeto a escanear. Sin embargo, este tipo de técnicas no gestiona las concavidades correctamente, por lo que nuestro sistema propone una manera de incrementar la calidad en una región del modelo que se ve especialmente afectada: la cara. Esta técnica de mejora facial usa un modelo 3D genérico de una cara y lo modifica según los rasgos faciales específicos del sujeto. Además, el sistema incluye una novedosa técnica para generar un atlas de textura a partir de las imágenes capturadas. Este sistema de multi-texturización consigue un atlas de textura sin transiciones abruptas de color gracias a su manera de mezclar la información de color de varias imágenes sobre cada triángulo. Todas las costuras y discontinuidades de color debidas a las condiciones de iluminación irregulares son eliminadas, minimizando el efecto de desenfoque de la interpolación que normalmente introducen este tipo de métodos. La segunda técnica presenta un sistema para conseguir un modelo humano 3D completamente animable utilizando un sensor de profundidad. A diferencia de otros métodos del estado de arte, nuestro sistema no requiere que el usuario esté completamente quieto durante el proceso de escaneado, ni mover el sensor alrededor del sujeto para cubrir toda su superficie. Por el contrario, el sensor se mantiene estático y el esqueleto virtual de la persona, que se va siguiendo durante el proceso, se utiliza para compensar sus movimientos durante el escaneado.

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This paper presents the experimental results obtained by applying frequency-domain structural health monitoring techniques to assess the damage suffered on a special type of damper called Web Plastifying Damper (WPD). The WPD is a hysteretic type energy dissipator recently developed for the passive control of structures subjected to earthquakes. It consists of several I-section steel segments connected in parallel. The energy is dissipated through plastic deformations of the web of the I-sections, which constitute the dissipative parts of the damper. WPDs were subjected to successive histories of dynamically-imposed cyclic deformations of increasing magnitude with the shaking table of the University of Granada. To assess the damage to the web of the I-section steel segments after each history of loading, a new damage index called Area Index of Damage (AID) was obtained from simple vibration tests. The vibration signals were acquired by means of piezoelectric sensors attached on the I-sections, and non-parametric statistical methods were applied to calculate AID in terms of changes in frequency response functions. The damage index AID was correlated with another energy-based damage index-ID- which past research has proven to accurately characterize the level of mechanical damage. The ID is rooted in the decomposition of the load-displacement curve experienced by the damper into the so-called skeleton and Bauschinger parts. ID predicts the level of damage and the proximity to failure of the damper accurately, but it requires costly instrumentation. The experiments reported in this paper demonstrate a good correlation between AID and ID in a realistic seismic loading scenario consisting of dynamically applied arbitrary cyclic loads. Based on this correlation, it is possible to estimate ID indirectly from the AID, which calls for much simpler and less expensive instrumentation.