393 resultados para swd: Inszenierung


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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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“Dual contouring” approaches provide an alternative to standard Marching Cubes (MC) method to extract and approximate an isosurface from trivariate data given on a volumetric mesh. These dual approaches solve some of the problems encountered by the MC methods. We present a simple method based on the MC method and the ray intersection technique to compute isosurface points in the cell interior. One of the advantages of our method is that it does not require us to use Hermite interpolation scheme, unlike other dual contouring methods. We perform a complete analysis of all possible configurations to generate a look-up table for all configurations. We use the look-up table to optimize the ray-intersection method to obtain minimum number of points necessarily sufficient for defining topologically correct isosurfaces in all possible configurations. Isosurface points are connected using a simple strategy.

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In this paper we present a hybrid technique for correcting distortions that appear when projecting images onto geometrically complex, colored and textured surfaces. It analyzes the optical flow that results from perspective distortions during motions of the observer and tries to use this information for computing the correct image warping. If this fails due to an unreliable optical flow, an accurate -but slower and visiblestructured light projection is automatically triggered. Together with an appropriate radiometric compensation, view-dependent content can be projected onto arbitrary everyday surfaces. An implementation mainly on the GPU ensures fast frame rates.

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Future generations of mobile communication devices will serve more and more as multimedia platforms capable of reproducing high quality audio. In order to achieve a 3-D sound perception the reproduction quality of audio via headphones can be significantly increased by applying binaural technology. To be independent of individual head-related transfer functions (HRTFs) and to guarantee a good performance for all listeners, an adaptation of the synthesized sound field to the listener's head movements is required. In this article several methods of head-tracking for mobile communication devices are presented and compared. A system for testing the identified methods is set up and experiments are performed to evaluate the prosand cons of each method. The implementation of such a device in a 3-D audio system is described and applications making use of such a system are identified and discussed.

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This paper studies the empirical effects of risk classification in the mandatory third-party motor insurance of Germany following the European Union’s directive to de-regulate insurance tariffs of 1994. We find evidence that inefficient risk categories had been selected while potentially efficient information was dismissed. Risk classification did generally not improve the efficiency of contracting or the composition of insureds in this market. These findings are partly explained by the continuing existence of institutional restraints in this market such as compulsory fixed coverage and unitary owner insurance.

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Nach den terroristischen Anschlägen vom 11. September 2001 wurde sowohl in der Versicherungspraxis als auch in der Wissenschaft kontrovers darüber diskutiert, ob der Staat bei solchen als "nicht versicherbar" geltenden Terrorismusrisiken mithaften soll. Als Folge der Ereignisse des 11. September 2001 ist in Deutschland die Extremus Versicherungsaktiengesellschaft entstanden, die Versicherungsschutz gegen Terrorismusrisiken anbietet und an de-ren Haftung der deutsche Staat beteiligt ist. Fraglich ist, ob eine solche Staatsbeteiligung an der Extremus AG eine unzulässige Beihilfe im Sinne des Art. 87 EGV darstellt und damit gegen das europäische Wettbewerbsrecht verstößt. Die wettbewerbsrechtliche Überprüfung der Extremus AG hat ergeben, dass die der Extremus AG gegebene staatliche Beihilfe in Form von Staatsgarantie ausnahmsweise zulässig ist.

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Projects in the area of architectural design and urban planning typically engage several architects as well as experts from other professions. While the design and review meetings thus often involve a large number of cooperating participants, the actual design is still done by the individuals in the time in between those meetings using desktop PCs and CAD applications. A real collaborative approach to architectural design and urban planning is often limited to early paper-based sketches.In order to overcome these limitations, we designed and realized the ARTHUR system, an Augmented Reality (AR) enhanced round table to support complex design and planning decisions for architects. WhileAR has been applied to this area earlier, our approach does not try to replace the use of CAD systems but rather integrates them seamlessly into the collaborative AR environment. The approach is enhanced by intuitiveinteraction mechanisms that can be easily con-figured for different application scenarios.

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Approximately three years ago, composite stereolithography (SL) resins were introduced to the marketplace, offering performance features beyond what traditional SL resins could offer. In particular, the high heat deflection temperatures and high stiffness of these highly filled resins have opened the door to several new rapid prototyping (RP) applications, including wind tunnel test modelling and, more recently, rapid tooling.

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Vor etwa drei Jahren wurden Komposit-Kunstharze für die Stereolithographie (SL) auf dem Markt eingeführt. Sie bieten Leistungsmerkmale, die jenseits dessen liegen, was traditionelle SL-Kunstharze auszeichnet. Insbesondere die hohe Wärmeformbeständigkeit und hohe Steifigkeit dieser Komposit-Kunstharze haben verschiedenen neuen Rapid-Prototyping(RP)-Anwendungen den Weg bereitet.

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Als um 1987 ein Verfahren namens Stereolithographie und ein Stereolithography Apparatus (SLA) vorgestellt wurden, war der Traum von der Herstellung beliebiger dreidimensionaler Bauteile direkt aus Computerdaten und ohne bauteilspezifische Werkzeuge Realität geworden.

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Methods for optical motion capture often require timeconsuming manual processing before the data can be used for subsequent tasks such as retargeting or character animation. These processing steps restrict the applicability of motion capturing especially for dynamic VR-environments with real time requirements. To solve these problems, we present two additional, fast and automatic processing stages based on our motion capture pipeline presented in [HSK05]. A normalization step aligns the recorded coordinate systems with the skeleton structure to yield a common and intuitive data basis across different recording sessions. A second step computes a parameterization based on automatically extracted main movement axes to generate a compact motion description. Our method does not restrict the placement of marker bodies nor the recording setup, and only requires a short calibration phase.

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For enhanced immersion into a virtual scene more than just the visual sense should be addressed by a Virtual Reality system. Additional auditory stimulation appears to have much potential, as it realizes a multisensory system. This is especially useful when the user does not have to wear any additional hardware, e.g., headphones. Creating a virtual sound scene with spatially distributed sources requires a technique for adding spatial cues to audio signals and an appropriate reproduction. In this paper we present a real-time audio rendering system that combines dynamic crosstalk cancellation and multi-track binaural synthesis for virtual acoustical imaging. This provides the possibility of simulating spatially distributed sources and, in addition to that, near-to-head sources for a freely moving listener in room-mounted virtual environments without using any headphones. A special focus will be put on near-to-head acoustics, and requirements in respect of the head-related transfer function databases are discussed.