837 resultados para 3D multi-user virtual environments
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The representation of real objects in virtual environments has applications in many areas, such as cartography, mixed reality and reverse engineering. The generation of these objects can be performed in two ways: manually, with CAD (Computer Aided Design) tools, or automatically, by means of surface reconstruction techniques. The simpler the 3D model, the easier it is to process and store it. Multiresolution reconstruction methods can generate polygonal meshes in different levels of detail and, to improve the response time of a computer program, distant objects can be represented with few details, while more detailed models are used in closer objects. This work presents a new approach to multiresolution surface reconstruction, particularly interesting to noisy and low definition data, for example, point clouds captured with Kinect sensor
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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC
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The contemporary media landscape is characterized by the emergence of hybrid forms of digital communication that contribute to the ongoing redefinition of our societies cultural context. An incontrovertible consequence of this phenomenon is the new public dimension that characterizes the transmission of historical knowledge in the twenty-first century. Awareness of this new epistemic scenario has led us to reflect on the following methodological questions: what strategies should be created to establish a communication system, based on new technology, that is scientifically rigorous, but at the same time engaging for the visitors of museums and Internet users? How does a comparative analysis of ancient documentary sources form a solid base of information for the virtual reconstruction of thirteenth century Bologna in the Metaverse? What benefits can the phenomenon of cross-mediality give to the virtual heritage? The implementation of a new version of the Nu.M.E. project allowed for answering many of these instances. The investigation carried out between 2008 and 2010 has shown that, indeed, real-time 3D graphics and collaborative virtual environments can be feasible tools for representing philologically the urban medieval landscape and for communicating properly validated historical data to the general public. This research is focused on the study and implementation of a pipeline that permits mass communication of historical information about an area of vital importance in late medieval Bologna: Piazza di Porta Ravegnana. The originality of the developed project is not limited solely to the methodological dimension of historical research. Adopted technological perspective is an excellent example of innovation that digital technologies can bring to the cultural heritage. The main result of this research is the creation of Nu.ME 2010, a cross-media system of 3D real-time visualization based on some of the most advanced free software and open source technologies available today free of charge.
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DI Diesel engine are widely used both for industrial and automotive applications due to their durability and fuel economy. Nonetheless, increasing environmental concerns force that type of engine to comply with increasingly demanding emission limits, so that, it has become mandatory to develop a robust design methodology of the DI Diesel combustion system focused on reduction of soot and NOx simultaneously while maintaining a reasonable fuel economy. In recent years, genetic algorithms and CFD three-dimensional combustion simulations have been successfully applied to that kind of problem. However, combining GAs optimization with actual CFD three-dimensional combustion simulations can be too onerous since a large number of calculations is usually needed for the genetic algorithm to converge, resulting in a high computational cost and, thus, limiting the suitability of this method for industrial processes. In order to make the optimization process less time-consuming, CFD simulations can be more conveniently used to generate a training set for the learning process of an artificial neural network which, once correctly trained, can be used to forecast the engine outputs as a function of the design parameters during a GA optimization performing a so-called virtual optimization. In the current work, a numerical methodology for the multi-objective virtual optimization of the combustion of an automotive DI Diesel engine, which relies on artificial neural networks and genetic algorithms, was developed.
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In the past decade, several arm rehabilitation robots have been developed to assist neurological patients during therapy. Early devices were limited in their number of degrees of freedom and range of motion, whereas newer robots such as the ARMin robot can support the entire arm. Often, these devices are combined with virtual environments to integrate motivating game-like scenarios. Several studies have shown a positive effect of game-playing on therapy outcome by increasing motivation. In addition, we assume that practicing highly functional movements can further enhance therapy outcome by facilitating the transfer of motor abilities acquired in therapy to daily life. Therefore, we present a rehabilitation system that enables the training of activities of daily living (ADL) with the support of an assistive robot. Important ADL tasks have been identified and implemented in a virtual environment. A patient-cooperative control strategy with adaptable freedom in timing and space was developed to assist the patient during the task. The technical feasibility and usability of the system was evaluated with seven healthy subjects and three chronic stroke patients.
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The past few years, multimodal interaction has been gaining importance in virtual environments. Although multimodality renders interacting with an environment more natural and intuitive, the development cycle of such an application is often long and expensive. In our overall field of research, we investigate how modelbased design can facilitate the development process by designing environments through the use of highlevel diagrams. In this scope, we present ‘NiMMiT’, a graphical notation for expressing and evaluating multimodal user interaction; we elaborate on the NiMMiT primitives and demonstrate its use by means of a comprehensive example.
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In this paper we present XSAMPL3D, a novel language for the high-level representation of actions performed on objects by (virtual) humans. XSAMPL3D was designed to serve as action representation language in an imitation-based approach to character animation: First, a human demonstrates a sequence of object manipulations in an immersive Virtual Reality (VR) environment. From this demonstration, an XSAMPL3D description is automatically derived that represents the actions in terms of high-level action types and involved objects. The XSAMPL3D action description can then be used for the synthesis of animations where virtual humans of different body sizes and proportions reproduce the demonstrated action. Actions are encoded in a compact and human-readable XML-format. Thus, XSAMPL3D describtions are also amenable to manual authoring, e.g. for rapid prototyping of animations when no immersive VR environment is at the animator's disposal. However, when XSAMPL3D descriptions are derived from VR interactions, they can accomodate many details of the demonstrated action, such as motion trajectiories,hand shapes and other hand-object relations during grasping. Such detail would be hard to specify with manual motion authoring techniques only. Through the inclusion of language features that allow the representation of all relevant aspects of demonstrated object manipulations, XSAMPL3D is a suitable action representation language for the imitation-based approach to character animation.
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Human behavior is a major factor modulating the consequences of road tunnel accidents. We investigated the effect of information and instruction on drivers' behavior as well as the usability of virtual environments to simulate such emergency situations. Tunnel safety knowledge of the general population was assessed using an online questionnaire, and tunnel safety behavior was investigated in a virtual reality experiment. Forty-four participants completed three drives through a virtual road tunnel and were confronted with a traffic jam, no event, and an accident blocking the road. Participants were randomly assigned to a control group (no intervention), an informed group who read a brochure containing safety information prior to the tunnel drives, or an informed and instructed group who read the same brochure and received additional instructions during the emergency situation. Informed participants showed better and quicker safety behavior than the control group. Self-reports of anxiety were assessed three times during each drive. Anxiety was elevated during and after the emergency situation. The findings demonstrate problematic safety behavior in the control group and that knowledge of safety information fosters adequate behavior in tunnel emergencies. Enhanced anxiety ratings during the emergency situation indicate external validity of the virtual environment.
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Virtual reality (VR) is a powerful tool for simulating aspects of the real world. The success of VR is thought to depend on its ability to evoke a sense of "being there", that is, the feeling of "Presence". In view of the rapid progress in the development of increasingly more sophisticated virtual environments (VE), the importance of understanding the neural underpinnings of presence is growing. To date however, the neural correlates of this phenomenon have received very scant attention. An fMRI-based study with 52 adults and 25 children was therefore conducted using a highly immersive VE. The experience of presence in adult subjects was found to be modulated by two major strategies involving two homologous prefrontal brain structures. Whereas the right DLPFC controlled the sense of presence by down-regulating the activation in the egocentric dorsal visual processing stream, the left DLPFC up-regulated widespread areas of the medial prefrontal cortex known to be involved in self-reflective and stimulus-independent thoughts. In contrast, there was no evidence of these two strategies in children. In fact, anatomical analyses showed that these two prefrontal areas have not yet reached full maturity in children. Taken together, this study presents the first findings that show activation of a highly specific neural network orchestrating the experience of presence in adult subjects, and that the absence of activity in this neural network might contribute to the generally increased susceptibility of children for the experience of presence in VEs.
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Geographic Information Systems are developed to handle enormous volumes of data and are equipped with numerous functionalities intended to capture, store, edit, organise, process and analyse or represent the geographically referenced information. On the other hand, industrial simulators for driver training are real-time applications that require a virtual environment, either geospecific, geogeneric or a combination of the two, over which the simulation programs will be run. In the final instance, this environment constitutes a geographic location with its specific characteristics of geometry, appearance, functionality, topography, etc. The set of elements that enables the virtual simulation environment to be created and in which the simulator user can move, is usually called the Visual Database (VDB). The main idea behind the work being developed approaches a topic that is of major interest in the field of industrial training simulators, which is the problem of analysing, structuring and describing the virtual environments to be used in large driving simulators. This paper sets out a methodology that uses the capabilities and benefits of Geographic Information Systems for organising, optimising and managing the visual Database of the simulator and for generally enhancing the quality and performance of the simulator.
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Los Sistemas de Información Geográfica están desarrollados para gestionar grandes volúmenes de datos, y disponen de numerosas funcionalidades orientadas a la captura, almacenamiento, edición, organización, procesado, análisis, o a la representación de información geográficamente referenciada. Por otro lado, los simuladores industriales para entrenamiento en tareas de conducción son aplicaciones en tiempo real que necesitan de un entorno virtual, ya sea geoespecífico, geogenérico, o combinación de ambos tipos, sobre el cual se ejecutarán los programas propios de la simulación. Este entorno, en última instancia, constituye un lugar geográfico, con sus características específicas geométricas, de aspecto, funcionales, topológicas, etc. Al conjunto de elementos que permiten la creación del entorno virtual de simulación dentro del cual se puede mover el usuario del simulador se denomina habitualmente Base de Datos del Visual (BDV). La idea principal del trabajo que se desarrolla aborda un tema del máximo interés en el campo de los simuladores industriales de formación, como es el problema que presenta el análisis, la estructuración, y la descripción de los entornos virtuales a emplear en los grandes simuladores de conducción. En este artículo se propone una metodología de trabajo en la que se aprovechan las capacidades y ventajas de los Sistemas de Información Geográfica para organizar, optimizar y gestionar la base de datos visual del simulador, y para mejorar la calidad y el rendimiento del simulador en general. ABSTRACT Geographic Information Systems are developed to handle enormous volumes of data and are equipped with numerous functionalities intended to capture, store, edit, organise, process and analyse or represent the geographically referenced information. On the other hand, industrial simulators for driver training are real-time applications that require a virtual environment, either geospecific, geogeneric or a combination of the two, over which the simulation programs will be run. In the final instance, this environment constitutes a geographic location with its specific characteristics of geometry, appearance, functionality, topography, etc. The set of elements that enables the virtual simulation environment to be created and in which the simulator user can move, is usually called the Visual Database (VDB). The main idea behind the work being developed approaches a topic that is of major interest in the field of industrial training simulators, which is the problem of analysing, structuring and describing the virtual environments to be used in large driving simulators. This paper sets out a methodology that uses the capabilities and benefits of Geographic Information Systems for organising, optimising and managing the visual Database of the simulator and for generally enhancing the quality and performance of the simulator.
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This paper describes a knowledge-based approach for summarizing and presenting the behavior of hydrologic networks. This approach has been designed for visualizing data from sensors and simulations in the context of emergencies caused by floods. It follows a solution for event summarization that exploits physical properties of the dynamic system to automatically generate summaries of relevant data. The summarized information is presented using different modes such as text, 2D graphics and 3D animations on virtual terrains. The presentation is automatically generated using a hierarchical planner with abstract presentation fragments corresponding to discourse patterns, taking into account the characteristics of the user who receives the information and constraints imposed by the communication devices (mobile phone, computer, fax, etc.). An application following this approach has been developed for a national hydrologic information infrastructure of Spain.
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La unión de distintos sistemas software constituye un elemento principal de las nuevas Tecnologías de la Información y la Comunicación. La integración de entornos virtuales tridimensionales con agentes software inteligentes es el objetivo que persigue este trabajo de investigación. Para llevar a cabo esta integración se parte de la creación de un agente virtual, un personaje que es controlado por una mente desarrollada siguiendo un enfoque basado en agentes software. Se busca así dotar al sistema de cierto nivel de inteligencia, tomando como referencia el funcionamiento del cerebro humano. Lo que se consigue es que el agente capte los estímulos del entorno, los procese y genere comportamientos, tanto reactivos como deliberativos, que son ejecutados por el personaje. Los resultados obtenidos resaltan el dinamismo del sistema, a la vez que animan a seguir investigando en este campo lleno de aplicaciones directas y reales sobre el mundo. En conclusión, esta investigación busca y consigue un nuevo paso en el progreso de las nuevas tecnologías mediante una integración real de distintos sistemas software. ---ABSTRACT---The union of different software systems is a major element of Information and Communications Technology. The aim of this research is the integration of 3D virtual environments and intelligent software agents. This integration is based on the development of a virtual agent, a character that is controlled by a mind developed following a software agent approach. It is sought to provide the system with some intelligence level, taking the human brain function as a reference point. The consequence is that the agent captures environmental stimuli, processes them and creates reactive and deliberative behaviours that can be executed by the avatar. The findings emphasize the dynamism of the system as well as they encourage to research more in this field that has a lot of direct and real-life applications on the world. In conclusion, this research seeks and takes a new step in the progress of new technologies through a real integration of different software systems.
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Semantic interoperability is essential to facilitate efficient collaboration in heterogeneous multi-site healthcare environments. The deployment of a semantic interoperability solution has the potential to enable a wide range of informatics supported applications in clinical care and research both within as ingle healthcare organization and in a network of organizations. At the same time, building and deploying a semantic interoperability solution may require significant effort to carryout data transformation and to harmonize the semantics of the information in the different systems. Our approach to semantic interoperability leverages existing healthcare standards and ontologies, focusing first on specific clinical domains and key applications, and gradually expanding the solution when needed. An important objective of this work is to create a semantic link between clinical research and care environments to enable applications such as streamlining the execution of multi-centric clinical trials, including the identification of eligible patients for the trials. This paper presents an analysis of the suitability of several widely-used medical ontologies in the clinical domain: SNOMED-CT, LOINC, MedDRA, to capture the semantics of the clinical trial eligibility criteria, of the clinical trial data (e.g., Clinical Report Forms), and of the corresponding patient record data that would enable the automatic identification of eligible patients. Next to the coverage provided by the ontologies we evaluate and compare the sizes of the sets of relevant concepts and their relative frequency to estimate the cost of data transformation, of building the necessary semantic mappings, and of extending the solution to new domains. This analysis shows that our approach is both feasible and scalable.