11 resultados para Virtual models

em Deakin Research Online - Australia


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The demolition of building structures produces enormous amounts of waste materials. In most current demolition projects, a great number of demolished materials are directly sent to landfill after their primary usage due to the difficulties in finding their next usage immediately. At the same time, because of limited supply of second-hand materials, new and high quality materials are used in construction projects whose design standards can be fitted using the secondary or used materials. However, this is an inefficient method to reduce waste because off the flow nature of the current waste-exchange systems and the demolition procedure. The recent concept using deconstruction rather than destruction for demolishing a constructed facility fails to achieve widespread understanding or acceptance due to various practical limitations. In this paper, for the purpose of envisaging the deconstruction implementations in practice and promoting cascading usages of construction materials, the concept of electronic demolition (e-Demotion, eDemolition) is put forward for the first time. E-demolition is a virtual demolition approach by which the demolition information, progress and outputs are operated before the physical demolition. Furthermore, the authors set up the essential models to implement electronic demolition of buildings from the viewpoints of demolition progress, business, and information. Each model is demonstrated in accord with the conventional demolition practice and subject to the ideal deconstruction implementation. Following the electronic demolition of a real project, the physical demolition can be anticipated with a minimum of construction waste emission.

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This paper focuses on the development of a haptic recording and modelling system. Currently being evaluated for multiple uses in surgery and manufacturing, this recording system evaluates haptic data captured via a robotic ann coupled with real time high-resolution load cell. This data is then analysed and validated against previous samples and a generated model before being logged for playback during simulation and training of a human operator. 3D models of point force interactions are created allowing unique visuals to be presented to a user. Primarily designed for the medical field, recorded results of soft tissue cutting have been presented.

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There will be between 30 and 80 million online students in the world by 2025. Globally, school systems are investing huge resources in the development of online education programs in order to meet this demand. Related implications for online teaching have been largely ignored despite evidence of the greatly increased workload for online teachers and widespread student dissatisfaction with online leaming experiences. Opportunities for improving the online experience for both leamers and teachers revolve around minimizing procedural inefficiencies in dealing with large numbers of individual students, as opposed to a single class, and of enhancing students' social and cognitive engagement with leaming. Intelligent software agents that can automate many routine online tasks and some aspects of leamer interaction have enormous potential to facilitate this. These agents that can act as a personal online coach, mentor or tutor to increase the individualisation of learning. The development of evidence-based agent personas is essential if agents are to fulfil specific educational roles. CUITently there is little progress being made in this area because of the lack of an agentrole model that can be used to implement specific educational personas in agents. In this paper we discuss key foundational elements of the nature and basis for implementing elements of educational expertise in software and how this could be used in developing agent persona models for specific educational roles and a model for implementing pedagogical constructs in intelligent educational software.

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Desktop computers based virtual training systems are attracting paramount attention from manufacturing industries due to their potential advantages over the conventional training practices. Significant cost savings can be realized due to the shorter training-scenarios development times and reuse of existing engineering models. In addition, by using computer based virtual reality (VR) training systems, the time span from the product design to commercial production can be shortened due to non-reliance on hardware parts. Within the aforementioned conceptual framework, a haptically enabled interactive and immersive virtual reality (HIIVR) system is presented. Unlike existing VR systems, the presented idea tries to imitate real physical training scenarios by providing comprehensive user interaction, constrained within the physical limitations of the real world imposed by the haptics devices within the virtual environment. As a result, in contrast to the existing VR systems, capable of providing knowledge generally about assembly sequences only, the proposed system helps in procedural learning and procedural skill development as well, due to its high physically interactive nature.

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Virtual Ampang Jaya is an interactive visualization environment for modeling urban growth and spatio-temporal transformation to expose and evaluate the different layers of Ampang Jaya, consisting of social, economic, built and natural environments. The research will investigate the techniques of data acquisition, data reconstruction from physical to digital, urban analysis and visualization in constructing a digital model which may include low geometric content such as 2D digital maps and digital orthographics to high geometric content such as full volumetric parametric modeling. The process will integrate the state of the art GIS system to explore GIS powerful analytical and querying capabilities with interactive visualization environment as well as test the model as a predictive tool. The model will set as an experimental test pad in providing a new platform to support decision making about the spatial growth of Ampang Jaya by the various stakeholders in the planning processes. Such an environment will improve the subsequent digital models and research in the area of urban design and planning where visual communication is central.

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Virtual training systems are attracting paramount attention from the manufacturing industries due to their potential advantages over the conventional training practices. Significant cost savings can be realized due to the shorter times for the development of different training-scenarios as well as reuse of existing designed engineering (math) models. In addition, use of computer based virtual reality (VR) training systems can shorten the time span from computer aided product design to commercial production due to non-reliance on the hardware parts for training. Within the aforementioned conceptual framework, a haptically enabled interactive and immersive virtual reality (HIVEx) system is presented. Unlike existing VR systems, the presented idea tries to imitate real physical training scenarios by providing comprehensive user interaction, constrained within the physical limitations of the real world. These physical constrains are imposed by the haptics devices in the virtual environment. As a result, in contrast to the existing VR systems that are capable of providing knowledge generally about assembly sequences only, the proposed system helps in cognitive learning and procedural skill development as well, due to its high physically interactive nature.

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Product assembly is one of the most studied processes in modern manufacturing. In recent years a number of computer-based virtual reality systems have been proposed, developed and adopted by the manufacturing industries. Such systems have major advantages over conventional training practices for product assembly. Significant cost savings can be realized due to shorter training-scenario development times and reuse of existing engineering math models. In addition, the time span from the product design to full production can be shortened due to non-reliance on actual components and subsystems for training. Such training systems are effective if the knowledge required to be transferred is just process sequence such as assembly sequence. However, knowledge transfer for procedural and cognitive learning as well as skills development is very limited, due to the lack of user interactivity and immersion.

This talk will focus on a research technology platform where haptics and virtual reality are integrated to create an effective environment for production assembly operators’ training. In this system virtual reality provides the grounds for realistic visualization, as well as immersion, whereas haptics enforces physical constraints within the virtual world generating the feelings of realistic interaction, making it accessible for formal learning and better understanding during task performance.

The developed research technology platform imitates real physical training scenarios by providing comprehensive user interaction, constrained within the physical limitations of the real world. Through the utilization of a haptics device, providing realistic force feedback, users are able to engage in product assembly training with a stronger sense of ‘reality’.

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An assessment model is usually a mathematical model that produces a measuring index, in the form of a numerical score to a situation/object, with respect to the subject of measure. To allow a valid and useful comparison among various situations/objects according to their associated numerical scores to be made, two important properties, i.e., the monotone output property and output resolution properties, are essential in fuzzy inference-based assessment problems. In this paper, the conditions for a fuzzy assessment model to fulfill the monotone output property is investigated using a derivative approach. A guideline on how the input membership functions should be tuned is also provided. Besides, the output resolution property is defined as the derivative of the output of the assessment model with respect to the input, whereby the derivative should be greater than a minimum resolution. Based on the derivative, improvements to the output resolution property by refining the fuzzy production rules are suggested. A case study on the Bowles fuzzy RPN model to demonstrate the effectiveness of the properties is also included.

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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.

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Due to the increasing energy consumption in cloud data centers, energy saving has become a vital objective in designing the underlying cloud infrastructures. A precise energy consumption model is the foundation of many energy-saving strategies. This paper focuses on exploring the energy consumption of virtual machines running various CPU-intensive activities in the cloud server using two types of models: traditional time-series models, such as ARMA and ES, and time-series segmentation models, such as sliding windows model and bottom-up model. We have built a cloud environment using OpenStack, and conducted extensive experiments to analyze and compare the prediction accuracy of these strategies. The results indicate that the performance of ES model is better than the ARMA model in predicting the energy consumption of known activities. When predicting the energy consumption of unknown activities, sliding windows segmentation model and bottom-up segmentation model can all have satisfactory performance but the former is slightly better than the later.

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Service virtualisation is a supporting tool for DevOps to generate interactive service models of dependency systems on which a system-under-test relies. These service models allow applications under development to be continuously tested against production-like conditions. Generating these virtual service models requires expert knowledge of the service protocol, which may not always be available. However, service models may be generated automatically from network traces. Previous work has used the Needleman-Wunsch algorithm to select a response from the service model to play back for a live request. We propose an extension of the Needleman-Wunsch algorithm, which uses entropy analysis to automatically detect the critical matching fields for selecting a response. Empirical tests against four enterprise protocols demonstrate that entropy weighted matching can improve response accuracy.