88 resultados para Virtual 3D model


Relevância:

30.00% 30.00%

Publicador:

Resumo:

The majority of commercially available haptic devices offer a single point of haptic interaction. These devices are limited when it is desirable to grasp with multiple fingers in applications including virtual training, telesurgery and telemanipulation. Multipoint haptic devices serve to facilitate a greater range of interactions. This paper presents a gripper attachment to enable multi-point haptic grasping in virtual environments. The approach employs two Phantom Omni haptic devices to independently render forces to the user's thumb and other fingers. Compared with more complex approaches to multi-point haptics, this approach provides a number of advantages including low-cost, reliability and ease of programming. The ability of the integrated multi-point haptic platform to interact within a CHAI 3D virtual environment is also presented.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This work presents a multi-point haptic platform that employs two Phantom Omni haptic devices. A gripper attachment connects to both devices and enables multi-point haptic grasping in virtual environments. In contrast to more complex approaches, this setup benefits from low-cost, reliability, and ease of programming while being capable of independently rendering forces to each of the user’s fingertips. The ability to grasp with multiple points potentially lends itself to applications such as virtual training, telesurgery and telemanipulation.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Virtual and physical prototypes play a significant role in the design of artifacts. This is particularly true in cross-functional team collaboration, where diverse disciplines come together to contribute to the concept, design and development of an artifact. While the role of prototyping in design and cross-functional collaboration has been widely studied independently, little is known of the role that physical prototypes play during cross-functional team collaboration. This paper reports on a study of virtual and physical prototyping strategies used by a cross-functional team comprising engineers and designers working on a concept car project. The paper provides a background of the collaborative design process and details the role of physical prototyping methods during the design of the concept car.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Virtual Werribee is collaborative research in applying 3-D modelling and visualisation as a planning support tool in comparison to 2-D plans and drawings. It was a joint initiative involving Deakin University and the Wyndham City Council to demonstrate the use of 3-D visualisation for planning process in the actual context of a planning authority in Australia. The objective of this project was to assist the council in preparing for the revised Local Structure Plan. By reconstructing the council’s data into easily understood information, 3-D model and visualisation served as a verification and discussion tool for decision making. The integration of wider site context also provided a better understanding of the surrounding development areas. This could equip other stakeholders as well as the community to participate in council’s planning agenda activities, such as increasing the urban density and building heights limit.

Virtual Werribee included the development planning agenda, categorised as new, re-development and hypothetical. The modelling process progressed with sufficient data from the council. Some changes to the initial plan were made, including the use of CAD modelling software instead of GIS software, and production of a block model with selected detail buildings, instead of a full draped 3-D model. The council decided that the block model would be sufficient for their planning purposes. This was determined while taking into consideration the available facilities at the council.

The potentials of the model as a planning tool were demonstrated in this paper, and further compared to the council’s existing materials prepared by the project developers. The advantages of the 3-D interactive model and visualisation over the conventional materials have provided the council officer with a tool for better empowerment in the planning process. This was also evident in the increasing engagement level between the officer and the model as the process developed. As a result of this, the project scope has also expanded, finally covering the entire city.

While Virtual Werribee has the potential to better communicate council’s planning agendas to the stakeholders and the community, the key factor, coupled with its visualisation components, was its interactive capability. Property layers with aerial site image that provided a realistic background served as a virtual city platform for different users. Although limited in its analytic capability found in GIS software, this model offered high visualisation content to assist visual impact assessment through its interactive mode along with a series of still images and a simulation movie.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

During the image formation process of the camera, explicit 3D information about the scene or objects in the scene are lost. Therefore, 3D structure or depth information has to be inferred implicitly from the 2D intensity images. This problem is com- monly referred to as 3D reconstruction. In this work a complete 3D reconstruction algorithm is presented, capable of reconstructing dimensionally accurate 3D models of the objects, based on stereo vision and multi-resolution analysis. The developed system uses a reference depth model of the objects under observation to improve the disparity maps, estimated. Only a few features are extracted from that reference model, which are the relative location of the discontinuities and the z-dimensional extremes of objects depth. The maximum error deviation of the estimated depth along the surfaces is less than 0.5mm and along the discontinuities is less than 1.5mm. The developed system is invariant to illuminative variations, and orientation, location and scaling of the objects under consideration, which makes the developed system highly robust.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Wide area surveillance requires high-resolution images of the object of interest derived possibly from only low-resolution video of the whole scene. We propose a combined tracking and resolution enhancement approach that increases the resolution of the object of interest during tracking. The key idea is the use of an object-specific 3D mesh model with which we are able to track non-planar objects across a large number of frames. This model is subdivided such that every triangle is smaller than a pixel when projected into the image to facilitate super-resolution on the model rather than on the image. We apply our approach to faces and show that it outperforms interpolation methods by achieving resolution enhancement, while being less blurred.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This article explores the intersections between drama and digital gaming and the educational possibilities for literacy of both. The article draws on a model for the educational uses of digital gaming and three case studies from the Australian Research Council funded three and a half year project, Literacy in the digital world of the twenty first century: Learning from computer games. This model theorises the scope of the possibilities for literacy outcomes from the usage of computer games. The article describes how the model works, and then applies the model to drama education, specifying some new ways of thinking about the literacy outcomes from drama education. Process drama is theorised as the creation of text-in-action.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Augmented Reality (AR) renders virtual information onto objects in the real world. This new user interface paradigm presents a seamless blend of the virtual and real, where the convergence of the two is difficult to discern. However, errors in the registration of the real and virtual worlds are common and often destroy the AR illusion. To achieve accurate and efficient registration, the pose of real objects must be resolved in a quick and precise manner.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Email worms propagate across networks by taking advantage of email relationships. Modeling the propagation of email worms can help predict their potential damages and develop countermeasures. We propose a novel analytical model on the propagation process of modern reinfection email worms. It relies on probabilistic analysis, and thus can provide a steady and reliable assessment on the propagation dynamics. Additionally, by introducing virtual users to represent the repetitious spreading process, the proposed model overcomes the computational challenge caused by reinfection processes. To demonstrate the benefits of our model, we conduct a series of experimental evaluation. The results show that our novel approach achieves a greater accuracy and is more suitable for modeling modern email worms than previous models.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

This paper reports on the participation of higher education students and educators in blended immersive multi user virtual (MUVE) environments and real life teaching and learning experiences. Selected next generation technologies engage students and educators within the virtual socially networked elearning landscape of Deakin Arts Education Centre , and support the interaction of communities of learners in multiple modes, ranging from text and images accessed within the Deakin Studies Online learning management system to the "through the looking glass" virtual world in which the user’s creative imagination transports them to the “other side“ of their computer screens.

These constructed environments enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools, and represent themselves through avatars, to communicate with other participants and participate in collaborative art learning.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin Studies Online learning management system and a constructed virtual world in which the user’s creative imagination transports them to the “other side” of their computer screens is discussed in this paper. These constructed environments support interaction between communities of learners and enable multiple simultaneous participants to access graphically built 3D environments, interact with digital artifacts and various functional tools and represent themselves through avatars, to communicate with other participants and engage in collaborative art learning. A narrative interpretative research approach was used to profile the 21st century higher education student learner, to investigate the lived experience and multiple art learning perspectives documented in student visual journal entries and art educator observations to ascertain if an e-technology rich augmented learning environment resulted in the establishment of more effective e-learning communities of practice.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

A collaborative constructivist model of e-learning enabled second year undergraduate students and art educators to establish a community of learners within an augmented immersive learning environment. Artistic practice and work based learning was enhanced through the creation of digital artifacts to support shared knowledge building using authentic learning tasks and social networking.

Relevância:

30.00% 30.00%

Publicador:

Resumo:


Relevância:

30.00% 30.00%

Publicador:

Resumo:

We propose a framework for visual and haptic collaboration in 3D shared virtual spaces. Virtual objects can de declared as shared objects which visual and physical properties are rendered synchronously on each client computer. We introduce virtual tools which are shared objects associated with interactive and haptic devices. We implement the proposed ideas as new pilot versions of BS Collaborate server and BS Contact VRML/X3D viewer. In our collaborative framework, two pipelines-visual and haptic-complement each other to provide a simple and efficient solution to problem requiring collaboration in shared virtual spaces on the Web. We discuss two implementation frameworks based on the strong and thin server concepts.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Prospective Memory (PM) research focuses on how the cognitive system successfully encodes and retains an intention, before retrieving it at a particular future time or in response to a particular future event. Previous work using 2D text stimuli has shown that increasing the saliency of the retrieval cue can improve performance. In this work, we investigated the effect of increased cue saliency in a more ecologically valid 3D virtual environment. The findings indicate that increased perceptual saliency of the cue does benefit PM in a dynamic and visually rich environment but that the impact of cue saliency does not interact with attentional load.