969 resultados para 3D computer animation
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The Interactive Learning Environment (ILE) is an educational model that integrates features of 3D computer graphics and contextualization, in order to transmit a quantum of knowledge (islands of knowledge), in a precise and agile way, to people who do not know the subject. It is a model that uses multimedia resources supported by a contextualized environment to motivate the participants in the retention of knowledge. In this first release, eight relevant subjects in dermatology were addressed and implemented in the 62nd Brazilian Congress of Dermatology. The model was called Dermatúnel. In a period of four days, 3295 people visited it. The results showed that the participants were highly satisfied. The model has a great potential as an educational tool for medical training and guidance to the general public with the purpose of disease prevention.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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L’idea da cui nasce questa tesi è quella di introdurre in Blender un Add-on in linguaggio Python che permetta di applicare alcune deformazioni di tipo surface-based a mesh poligonali. Questa tipologia di deformazioni rappresentano l’alternativa alle deformazioni di mesh poligonali tramite rigging ( cioè l’aggiunta di uno scheletro per controllare e per animare la mesh) e caging (cioè l’utilizzo di una struttura di controllo di tipo reticolare che propaga la sua deformazione su un oggetto in essa immerso), che di solito sono le prescelte in computer animation e in modellazione. Entrambe le deformazioni indicate sono già estremamente radicate in Blender, prova ne è il fatto che esiste più di un modificatore che le implementa, già integrato in codice nativo. Si introduce inizialmente la tecnica di deformazione di mesh poligonali tramite elasticità discreta, che è stata realizzata, quindi, presenteremo diverse metodologie di deformazione. Illustreremo poi come modellare, creare ed editare delle mesh in Blender. Non ci soffermeremo su dettagli puramente dettati dall’interfaccia utente, cercheremo invece di addentrarci nei concetti e nelle strutture teoriche, allo scopo di avere le basi logiche per definire una Add-on che risulti veramente efficace e utile all’interno del sistema di modellazione. Approfondiremo la struttura di due modificatori chiave per la deformazioni di mesh : Lattice Modifier e Mesh Deform Modifier che implementano una metodologia di tipo space-based. Infine ci concentreremo sulla parte di scripting Python in Blender. Daremo un’idea delle strutture dati, dei metodi e delle funzioni da utilizzare per interagire con l’ambiente circostante, con i singoli oggetti ed in particolare con le Mesh e daremo un esempio di script Python. Andremo infine a descrivere l’implementazione della deformazione elastica mediante add-on Python in Blender.
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Physically-based modeling for computer animation allows to produce more realistic motions in less time without requiring the expertise of skilled animators. But, a computer animation is not only a numerical simulation based on classical mechanics since it follows a precise story-line. One common way to define aims in an animation is to add geometric constraints. There are several methods to manage these constraints within a physically-based framework. In this paper, we present an algorithm for constraints handling based on Lagrange multipliers. After few remarks on the equations of motion that we use, we present a first algorithm proposed by Platt. We show with a simple example that this method is not reliable. Our contribution consists in improving this algorithm to provide an efficient and robust method to handle simultaneous active constraints.
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Mass estimates for Late Miocene and Pliocene (8.6-3.25 Ma) Discoaster species and Sphenolithus are determined using samples of the equatorial Atlantic (Ceara Rise: ODP Site 927). Based on morphometric measurements, 3D computer models were created for 11 Discoaster species and their volumes calculated. From these, shape factors (ks) were derived to allow calculation of mass for different-sized discoasters and Sphenolithus abies. The mass estimates were then used to calculate the contribution of nannofossils to the total nannofossil carbonate. The discoaster contribution ranges from 10% to 40%, with a decreasing trend through the investigated interval. However, our estimates of total nannofossil carbonate from size-corrected abundance data are consistently 30-50% lower than estimates from grain-size measurement; this suggests that data based on mass estimates need to be interpreted with caution.
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Adult male southern elephant seals instrumented in 2000 on King George Island (n = 13), travelled both to the north (doi:10.1594/PANGAEA.231580, doi:10.1594/PANGAEA.231585) and to the east (doi:10.1594/PANGAEA.231571, doi:10.1594/PANGAEA.231579, doi:10.1594/PANGAEA.261708, doi:10.1594/PANGAEA.261709, doi:10.1594/PANGAEA.261710, doi:10.1594/PANGAEA.261711) of the Antarctic Peninsula. Five males (doi:10.1594/PANGAEA.231571, doi:10.1594/PANGAEA.231579, doi:10.1594/PANGAEA.231580, doi:10.1594/PANGAEA.261710, doi:10.1594/PANGAEA.231585) remained within 500 km of the island and focusing movements in the Bransfield Strait and around the Antarctic Peninsula. Sea-surface temperatures encountered by these animals showed little variation and they seemed to move about irrespective of sea ice cover, but frequented areas of shallow bathymetry. Three males (doi:10.1594/PANGAEA.261708, doi:10.1594/PANGAEA.261709, doi:10.1594/PANGAEA.261711) moved as far as 75°S to the east of the peninsula, into the Weddell Sea, with maximum distances of more than 1500 km from King George Island. They travelled into the Weddell Sea along the western continental shelf break until they reached the region of the Filchner Trough outflow. Here the bathymetry consists of canyons and ridges which support the intensive mixing between the warm saline waters of the Weddell Gyre and the very cold outflow waters with Ice Shelf water ingredients at the Antarctic Slope Front. Another five data sets were shorter then 40 days, and excluded from analyses (doi:10.1594/PANGAEA.231568, doi:10.1594/PANGAEA.231576, doi:10.1594/PANGAEA.231572, doi:10.1594/PANGAEA.231577, doi:10.1594/PANGAEA.264710). A computer animation was developed to visualize the animal movements in relation to the extent and concentration of sea ice (doi:10.1594/PANGAEA.509404). The need for re-instrumentation of adult males from King George Island is highlighted to investigate whether males continue to travel to similar areas and to obtain higher resolution data.
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This paper describes the development of an Advanced Speech Communication System for Deaf People and its field evaluation in a real application domain: the renewal of Driver’s License. The system is composed of two modules. The first one is a Spanish into Spanish Sign Language (LSE: Lengua de Signos Española) translation module made up of a speech recognizer, a natural language translator (for converting a word sequence into a sequence of signs), and a 3D avatar animation module (for playing back the signs). The second module is a Spoken Spanish generator from sign-writing composed of a visual interface (for specifying a sequence of signs), a language translator (for generating the sequence of words in Spanish), and finally, a text to speech converter. For language translation, the system integrates three technologies: an example-based strategy, a rule-based translation method and a statistical translator. This paper also includes a detailed description of the evaluation carried out in the Local Traffic Office in the city of Toledo (Spain) involving real government employees and deaf people. This evaluation includes objective measurements from the system and subjective information from questionnaires. Finally, the paper reports an analysis of the main problems and a discussion about possible solutions.
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This paper describes the design, development and field evaluation of a machine translation system from Spanish to Spanish Sign Language (LSE: Lengua de Signos Española). The developed system focuses on helping Deaf people when they want to renew their Driver’s License. The system is made up of a speech recognizer (for decoding the spoken utterance into a word sequence), a natural language translator (for converting a word sequence into a sequence of signs belonging to the sign language), and a 3D avatar animation module (for playing back the signs). For the natural language translator, three technological approaches have been implemented and evaluated: an example-based strategy, a rule-based translation method and a statistical translator. For the final version, the implemented language translator combines all the alternatives into a hierarchical structure. This paper includes a detailed description of the field evaluation. This evaluation was carried out in the Local Traffic Office in Toledo involving real government employees and Deaf people. The evaluation includes objective measurements from the system and subjective information from questionnaires. The paper details the main problems found and a discussion on how to solve them (some of them specific for LSE).
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This paper describes the application of language translation technologies for generating bus information in Spanish Sign Language (LSE: Lengua de Signos Española). In this work, two main systems have been developed: the first for translating text messages from information panels and the second for translating spoken Spanish into natural conversations at the information point of the bus company. Both systems are made up of a natural language translator (for converting a word sentence into a sequence of LSE signs), and a 3D avatar animation module (for playing back the signs). For the natural language translator, two technological approaches have been analyzed and integrated: an example-based strategy and a statistical translator. When translating spoken utterances, it is also necessary to incorporate a speech recognizer for decoding the spoken utterance into a word sequence, prior to the language translation module. This paper includes a detailed description of the field evaluation carried out in this domain. This evaluation has been carried out at the customer information office in Madrid involving both real bus company employees and deaf people. The evaluation includes objective measurements from the system and information from questionnaires. In the field evaluation, the whole translation presents an SER (Sign Error Rate) of less than 10% and a BLEU greater than 90%.
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El período de la Historia comprendido entre 1570 y 1620 nos ha dejado un importante conjunto de documentos relacionados con la construcción naval en la Península Ibérica. En una época convulsa en la que los reinos de España y Portugal se aglutinaron bajo una misma Corona, surgen una serie de manuscritos, libros y leyes que reflejan la creciente preocupación de la sociedad por el tema naval. Entre sus páginas encontramos las descripciones del proceso constructivo de los buques que sus autores consideraban más significativos para las demandas que se planteaban en ese momento. Este proceso que combinaba generación de formas y construcción del buque provenía de una secular tradición nacida en el Mediterráneo. Mediante reglas geométricas sencillas, el constructor naval trazaba las secciones centrales y el perfil de la nao, quedando los extremos de la misma (hasta más de la mitad de la eslora) a su buen hacer y experiencia. Las herramientas informáticas de generación de superficies mediante NURBs (Non- Uniform Rational B-spline) permiten reconstruir las formas de los navíos reproduciendo con fiabilidad las carenas de los mismos a partir de los documentos de la época. Mediante un estudio detallado de interpretación de los textos y transcribiendo los procesos, llegamos a obtener con un buen grado de precisión las carenas de los buques descritos en sus páginas. A partir de ahí y mediante el análisis cualitativo y cuantitativo de los parámetros obtenidos es posible valorar si las soluciones representadas por los barcos respondían a las preguntas planteadas por sus autores , la influencia de factores externos a la construcción naval tales como las regulaciones del Estado o identificar su relación con el germen y la expansión de la teoría que ha determinado los efectos de la Ciencia en la Arquitectura Naval. Comenzando por la nao veneciana de 1550, heredera de la secular tradición constructiva mediterránea, hasta llegar a las Reales Ordenanzas promulgadas en 1618, se reproducen hasta nueve carenas a partir de otros tantos documentos, se dibujan sus planos de formas y se exportan para su análisis hidrostático. El trabajo requiere la realización de otros estudios en paralelo necesarios para entender aquellos factores que formaron parte del desarrollo tecnológico naval como son, las unidades de medida en uso en los astilleros, los distintos sistemas de arqueo impuestos por la Corona y la representación de los diferentes instrumentos geométricos de modificación de los parámetros de diseño. A lo largo del trabajo se dan respuesta a interrogantes planteados por la arqueología en relación con el desarrollo de la arquitectura naval poniendo en evidencia que durante este período quedaron establecidos los fundamentos teórico-prácticos de lo que más adelante se convirtió en la ciencia de la ingeniería naval y se plantean nuevos retos para aquellos que deseen continuar la apasionante tarea de la investigación científica de nuestra historia. ABSTRACT The period of the History comprised between 1570 and 1620 has left an important set of shipbuilding documents in the Iberian Peninsula. In a turbulent time in which the kingdoms of Spain and Portugal were ruled under the same Crown, manuscripts, books and laws that reflect the growing concern of society for the naval theme arose. We found among their pages shipbuilding process descriptions of the more relevant vessels that responded to claims that arose at that time. This process brought together hull generation and shipbuilding and came from a secular tradition born in the Mediterranean. By means of simple geometric rules, the shipbuilder traced the central sections and profile of the ship, leaving the ends thereof (almost half of the length) to its good performance and experience. 3D computer modelling software by NURBs (Non-Uniform Rational B-spline) surfaces helps to reconstruct ships hulls from contemporary documents. Through a detailed texts interpretation and transcription processes, we manage to reach with a good degree of accuracy the ship hulls described in its pages. From there and through qualitative and quantitative analysis of the parameters obtained we can assess whether the solutions represented by ships gave response to the questions raised by the authors, the influence of external factors such as shipbuilding state regulations or identify their relationship to the origin and expansion of the theory that has determined the effects of Science in Naval Architecture. From the 1550 Venetian nao, inheritor of the secular Mediterranean building tradition, to the Royal Ordinances enacted in 1618, as nine hulls are reproduced, their line drawings are traced and exported for analysis hydrostatic. Further studies are needed to understand the factors that were part of shipbuilding technology development as the units of measure in use in shipyards, the different official regulations for calculating ship tonnage and the different geometric instruments to amend the design parameters. The work gives response to questions raised by archaeology in relation to the development of naval architecture highlighting that during this period were established the theoretical and practical foundations of what later became the science of naval engineering and raising new challenges for those wishing to continue the exciting task of scientific research of our History.
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Computer modeling is a perspective method for optimal design of prosthesis and orthoses. The study is oriented to develop modular ankle foot orthosis (MAFO) to assist the very frequently observed gait abnormalities relating the human ankle-foot complex using CAD modeling. The main goal is to assist the ankle- foot flexors and extensors during the gait cycle (stance and swing) using torsion spring. Utilizing 3D modeling and animating open source software (Blender 3D), it is possible to generate artificially different kind of normal and abnormal gaits and investigate and adjust the assistive modular spring driven ankle foot orthosis.
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AMS Subj. Classification: 68U05, 68P30
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Even though e-learning endeavors have significantly proliferated in recent years, current e-learning technologies provide poor support for group-oriented learning. The now popular virtual world's technologies offer a possible solution. Virtual worlds provide the users with a 3D - computer generated shared space in which they can meet and interact through their virtual representations. Virtual worlds are very successful in developing high levels of engagement, presence and group presence in the users. These elements are also desired in educational settings since they are expected to enhance performance. The goal of this research is to test the hypothesis that a virtual world learning environment provides better support for group-oriented collaborative e-learning than other learning environments, because it facilitates the emergence of group presence. To achieve this, a quasi-experimental study was conducted and data was gathered through the use of various survey instruments and a set of collaborative tasks assigned to the participants. Data was gathered on the dependent variables: Engagement, Group Presence, Individual Presence, Perceived Individual Presence, Perceived Group Presence and Performance. The data was analyzed using the statistical procedures of Factor Analysis, Path Analysis, Analysis of Variance (ANOVA) and Multivariate Analysis of Variance (MANOVA). The study provides support for the hypothesis. The results also show that virtual world learning environments are better than other learning environments in supporting the development of all the dependent variables. It also shows that while only Individual Presence has a significant direct effect on Performance; it is highly correlated with both Engagement and Group Presence. This suggests that these are also important in regards to performance. Developers of e-learning endeavors and educators should incorporate virtual world technologies in their efforts in order to take advantage of the benefit they provide for e-learning group collaboration.