924 resultados para simulation,virtual reality,opengl,library injection
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Communicating thoughts, facts and narratives through visual devices such as allegory or symbolism was fundamental to early map making and this remains the case with contemporary illustration. Drawing was employed then as a way of describing historic narratives (fact and folklore) through the convenience of a drawn symbol or character. The map creators were visionaries, depicting known discoveries and anticipating what existed beyond the agreed boundaries. As we now have photographic and virtual reality maps at our disposal, how can illustration develop the language of what a map is and can be? How can we break the rules of map design and yet still communicate the idea of a sense of place with the aim to inform, excite and/or educate the ‘traveller’? As Illustrators we need to question the purpose of creating a ‘map’: what do we want to communicate and is representational image making the only way to present information of a location? Is creating a more personal interpretation a form of cartouche, reminiscent of elements within the Hereford Mappa Mundi and maps of Blaeu, and can this improve/hinder the communicative aspect of the map? Looking at a variety of historical and contemporary illustrated maps and artists (such as Grayson Perry), who track their journeys through drawing, both conventional journeys and emotional, I will aim to prove that the illustrated map is not mere decoration but is a visual language providing an allegorical response to tangible places and personal feelings.
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Stand-alone and networked surgical virtual reality based simulators have been proposed as means to train surgical skills with or without a supervisor nearby the student or trainee -- However, surgical skills teaching in medicine schools and hospitals is changing, requiring the development of new tools to focus on: (i) importance of mentors role, (ii) teamwork skills and (iii) remote training support -- For these reasons, a surgical simulator should not only allow the training involving a student and an instructor that are located remotely, but also the collaborative training of users adopting different medical roles during the training sesión -- Collaborative Networked Virtual Surgical Simulators (CNVSS) allow collaborative training of surgical procedures where remotely located users with different surgical roles can take part in the training session -- To provide successful training involving good collaborative performance, CNVSS should handle heterogeneity factors such as users’ machine capabilities and network conditions, among others -- Several systems for collaborative training of surgical procedures have been developed as research projects -- To the best of our knowledge none has focused on handling heterogeneity in CNVSS -- Handling heterogeneity in this type of collaborative sessions is important because not all remotely located users have homogeneous internet connections, nor the same interaction devices and displays, nor the same computational resources, among other factors -- Additionally, if heterogeneity is not handled properly, it will have an adverse impact on the performance of each user during the collaborative sesión -- In this document, the development of a context-aware architecture for collaborative networked virtual surgical simulators, in order to handle the heterogeneity involved in the collaboration session, is proposed -- To achieve this, the following main contributions are accomplished in this thesis: (i) Which and how infrastructure heterogeneity factors affect the collaboration of two users performing a virtual surgical procedure were determined and analyzed through a set of experiments involving users collaborating, (ii) a context-aware software architecture for a CNVSS was proposed and implemented -- The architecture handles heterogeneity factors affecting collaboration, applying various adaptation mechanisms and finally, (iii) A mechanism for handling heterogeneity factors involved in a CNVSS is described, implemented and validated in a set of testing scenarios
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Knowledge on human behaviour in emergency is crucial to increase the safety of buildings and transportation systems. Decision making during evacuations implies different choices, of which one of the most important concerns the escape route. The choice of a route may involve local decisions between alternative exits from an enclosed environment. This work investigates the influence of environmental (presence of smoke, emergency lighting and distance of exit) and social factors (interaction with evacuees close to the exits and with those near the decision-maker) on local exit choice. This goal is pursued using an online stated preference survey carried out making use of non-immersive virtual reality. A sample of 1,503 participants is obtained and a Mixed Logit Model is calibrated using these data. The model shows that presence of smoke, emergency lighting, distance of exit, number of evacuees near the exits and the decision-maker, and flow of evacuees through the exits significantly affect local exit choice. Moreover, the model points out that decision making is affected by a high degree of behavioural uncertainty. Our findings support the improvement of evacuation models and the accuracy of their results, which can assist in designing and managing building and transportation systems. The main contribution of this work is to enrich the understanding of how local exit choices are made and how behavioural uncertainty affects these choices.
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Pour être performant au plus haut niveau, les athlètes doivent posséder une capacité perceptivo-cognitive supérieure à la moyenne. Cette faculté, reflétée sur le terrain par la vision et l’intelligence de jeu des sportifs, permet d’extraire l’information clé de la scène visuelle. La science du sport a depuis longtemps observé l’expertise perceptivo-cognitive au sein de l’environnement sportif propre aux athlètes. Récemment, des études ont rapporté que l’expertise pouvait également se refléter hors de ce contexte, lors d’activités du quotidien par exemple. De plus, les récentes théories entourant la capacité plastique du cerveau ont amené les chercheurs à développer des outils pour entraîner les capacités perceptivo-cognitives des athlètes afin de les rendre plus performants sur le terrain. Ces méthodes sont la plupart du temps contextuelles à la discipline visée. Cependant, un nouvel outil d’entraînement perceptivo-cognitif, nommé 3-Dimensional Multiple Object Tracking (3D-MOT) et dénué de contexte sportif, a récemment vu le jour et a fait l’objet de nos recherches. Un de nos objectifs visait à mettre en évidence l’expertise perceptivo-cognitive spécifique et non-spécifique chez des athlètes lors d’une même étude. Nous avons évalué la perception du mouvement biologique chez des joueurs de soccer et des non-athlètes dans une salle de réalité virtuelle. Les sportifs étaient systématiquement plus performants en termes d’efficacité et de temps de réaction que les novices pour discriminer la direction du mouvement biologique lors d’un exercice spécifique de soccer (tir) mais également lors d’une action issue du quotidien (marche). Ces résultats signifient que les athlètes possèdent une meilleure capacité à percevoir les mouvements biologiques humains effectués par les autres. La pratique du soccer semble donc conférer un avantage fondamental qui va au-delà des fonctions spécifiques à la pratique d’un sport. Ces découvertes sont à mettre en parallèle avec la performance exceptionnelle des athlètes dans le traitement de scènes visuelles dynamiques et également dénuées de contexte sportif. Des joueurs de soccer ont surpassé des novices dans le test de 3D-MOT qui consiste à suivre des cibles en mouvement et stimule les capacités perceptivo-cognitives. Leur vitesse de suivi visuel ainsi que leur faculté d’apprentissage étaient supérieures. Ces résultats confirmaient des données obtenues précédemment chez des sportifs. Le 3D-MOT est un test de poursuite attentionnelle qui stimule le traitement actif de l’information visuelle dynamique. En particulier, l’attention sélective, dynamique et soutenue ainsi que la mémoire de travail. Cet outil peut être utilisé pour entraîner les fonctions perceptivo-cognitives des athlètes. Des joueurs de soccer entraînés au 3D-MOT durant 30 sessions ont montré une amélioration de la prise de décision dans les passes de 15% sur le terrain comparés à des joueurs de groupes contrôles. Ces données démontrent pour la première fois un transfert perceptivo-cognitif du laboratoire au terrain suivant un entraînement perceptivo-cognitif non-contextuel au sport de l’athlète ciblé. Nos recherches aident à comprendre l’expertise des athlètes par l’approche spécifique et non-spécifique et présentent également les outils d’entraînements perceptivo-cognitifs, en particulier le 3D-MOT, pour améliorer la performance dans le sport de haut-niveau.
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Terms like Internet, cyberspace, virtual reality, in short, globalization, have been frequently words for all of us, in recent years. This refers to the phenomenon that has shaken the people of this world. Are rapidly changing due to technological advances and complex levels reaching relations between countries, corporations, partnerships and people.The attempt to understand the phenomenon of globalization is compounded when we try to understand the term, coined by Marshall McLuhan.McLuhan was born in Edmonton, Alberta, Canada and studied at the Universities of Manitoba and Cambridge, the latter of which he received his degree of Doctor of Philosophy specializing in English Literature. He taught at the universities of Wisconsin and St. Louis and University of the Assumption and Saint Michael's College, University of Toronto, where he was director of the Center for Culture and Technology.Marshall McLuhan and B. R. Powers, wrote the play, The Village Global1. The universe has become a village is the future predicted for them in the 60's. Today reality has overtaken the theory. However, this phenomenon is presented in this work, so whimsical style reminiscent of Jules Verne, but does not clarify the content of the term. While we believe that in the past there were attempts; globalize these attempts were very different from what we understand by globalization.
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Trabalho apresentado em iLRN 2016 - Workshop, Short Paper and Poster Proceedings from the Second Immersive Learning Research Network Conference, Santa Barbara, California, USA, 2016.
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This paper presents the implementation of a high quality real-time 3D video system intended for 3D videoconferencing -- Basically, the system is able to extract depth information from a pair of images coming from a short-baseline camera setup -- The system is based on the use of a variant of the adaptive support-weight algorithm to be applied on GPU-based architectures -- The reason to do it is to get real-time results without compromising accuracy and also to reduce costs by using commodity hardware -- The complete system runs over the GStreamer multimedia software platform to make it even more flexible -- Moreover, an autoestereoscopic display has been used as the end-up terminal for 3D content visualization
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Water injection is the most widely used method for supplementary recovery in many oil fields due to various reasons, like the fact that water is an effective displacing agent of low viscosity oils, the water injection projects are relatively simple to establish and the water availability at a relatively low cost. For design of water injection projects is necessary to do reservoir studies in order to define the various parameters needed to increase the effectiveness of the method. For this kind of study can be used several mathematical models classified into two general categories: analytical or numerical. The present work aims to do a comparative analysis between the results presented by flow lines simulator and conventional finite differences simulator; both types of simulators are based on numerical methods designed to model light oil reservoirs subjected to water injection. Therefore, it was defined two reservoir models: the first one was a heterogeneous model whose petrophysical properties vary along the reservoir and the other one was created using average petrophysical properties obtained from the first model. Comparisons were done considering that the results of these two models were always in the same operational conditions. Then some rock and fluid parameters have been changed in both models and again the results were compared. From the factorial design, that was done to study the sensitivity analysis of reservoir parameters, a few cases were chosen to study the role of water injection rate and the vertical position of wells perforations in production forecast. It was observed that the results from the two simulators are quite similar in most of the cases; differences were found only in those cases where there was an increase in gas solubility ratio of the model. Thus, it was concluded that in flow simulation of reservoirs analogous of those now studied, mainly when the gas solubility ratio is low, the conventional finite differences simulator may be replaced by flow lines simulator the production forecast is compatible but the computational processing time is lower.
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Ce mémoire de recherche-création est accompagné du court métrage «Tala». Pour visionner en ligne : vimeo.com/ondemand/talapierphilippechevigny
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Ce mémoire de recherche-création est accompagné du court métrage «Tala». Pour visionner en ligne : vimeo.com/ondemand/talapierphilippechevigny
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Fully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and efficiency of current systems has prevented widespread adoption. Today's dominant paradigm uses machine learning for initialization and recovery followed by iterative model-fitting optimization to achieve a detailed pose fit. We follow this paradigm, but make several changes to the model-fitting, namely using: (1) a more discriminative objective function; (2) a smooth-surface model that provides gradients for non-linear optimization; and (3) joint optimization over both the model pose and the correspondences between observed data points and the model surface. While each of these changes may actually increase the cost per fitting iteration, we find a compensating decrease in the number of iterations. Further, the wide basin of convergence means that fewer starting points are needed for successful model fitting. Our system runs in real-time on CPU only, which frees up the commonly over-burdened GPU for experience designers. The hand tracker is efficient enough to run on low-power devices such as tablets. We can track up to several meters from the camera to provide a large working volume for interaction, even using the noisy data from current-generation depth cameras. Quantitative assessments on standard datasets show that the new approach exceeds the state of the art in accuracy. Qualitative results take the form of live recordings of a range of interactive experiences enabled by this new approach.
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This doctoral dissertation represents a cluster of research activities carried out at the DICAM Department of the University of Bologna during a three-year Ph.D. course. The goal of this research is to show how the development of an interconnected infrastructure network, aimed at promoting accessibility and sustainability of places, is fundamental in a framework of deep urban regeneration. Sustainable urban mobility plays an important role in improving the quality of life of citizens. From an environmental point of view, a sustainable mobility system means reducing fuel discharges and energy waste and, in general, aims to promote low carbon emissions. At the same time, a socially and economically sustainable mobility system should be accessible to everybody and create more job opportunities through better connectivity and mobility. Environmentally friendly means of transport such as non-motorized transport, electric vehicles, and hybrid vehicles play an important role in achieving sustainability but require a planned approach at the local policy level. The aim of this study is to demonstrate that, through a targeted reconnection of road and cycle-pedestrian routes, the quality of life of an urban area subject to degradation can be significantly improved just by increasing its accessibility and sustainability. Starting from a detailed study of the European policies and from the comparison with real similar cases, the case study of the Canal Port of Rimini (Italy) has been analysed within the European project FRAMESPORT. The analysis allowed the elaboration of a multicriterial methodology to get to the definition of a project proposal and of a priority scale of interventions. The applied methodology is a valuable tool that may be used in the future in similar urban contexts. Finally, the whole project was represented by using virtual reality to visually show the difference between the before and after the regeneration intervention.
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L’elaborato di tesi che segue si propone di ricercare una nuova linea di esperienza utente e d’interazione attraverso la tecnologia della realtà aumentata contestualizzata nel mondo della produzione musicale. La tesi analizza innanzitutto la tecnologia come strumento d’interazione, la sua storia e la sua evoluzione fino ai nostri giorni con un excursus sui campi applicativi e i device utili per avere un’esperienza completa. L’analisi prosegue attraverso un’attenta ricerca sullo stato dell’arte e sulle applicazioni di realtà aumentata nel campo della musica presenti sul mercato per giungere ad una dettagliata indagine sugli strumenti che hanno indirizzato il concept di progetto. L’output di progetto è rappresentato da un’interfaccia 2d per la parametrizzazione di alcuni settaggi fondamentali ed infine da un’interfaccia semplificata in realtà aumentata. Quest’ultima è composta prevalentemente da sliders con cui è possibile modificare dei parametri della traccia audio portando l’esperienza di produzione musicale verso una concezione democratica, semplificata e giocosa. L’obiettivo di progetto è stato quello di creare un sistema di facile utilizzo anche da parti di utenti poco esperti con i software Daw presenti sul mercato attualmente.
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In questa relazione di tesi verrà affrontato il problema della locomozione naturale in ambienti virtuali che possiedono una grandezza maggiore dello spazio reale nel quale l'utente si muove. Negli anni sono stati sviluppati numerosi metodi di navigazione, ma tra tutti la locomozione naturale è il sistema che porta un livello di immersione maggiore nello spazio virtuale, più di qualsiasi altra tecnica. In questo lavoro di tesi verrà proposto un algoritmo in grado di favorire la locomozione naturale all'interno di lunghi spazi chiusi, andando a modificare la geometria dello spazio virtuale (che andrà ad assumere una forma circolare) e mantendendo comunque un certo grado di realismo dal punto di vista dell'utente. L'obiettivo è quello di tradurre uno spazio virtuale chiuso e lungo (caso comune: un corridoio) in una forma circolare inscritta in una stanza di 2x2m, con un approccio simile a quello degli impossible spaces, con l'obiettivo di studiare in futuro entro quale percentuale di sovrapposizione l'utente si accorge di trovarsi in una geometria impossibile. Nel primo capitolo verranno introdotti i concetti chiave di VR e AR, nonché un'introduzione all'Engine Unity e al software Blender. Nel secondo capitolo si tratterà di computer graphics, quindi si introdurranno i concetti base della grafica 3D con un focus sulla matematica alla base di ogni processo grafico. Nel terzo capitolo verrà affrontano il concetto di embodiment, quindi la percezione del proprio corpo, l'importanza dell'immersitvità dei sistemi virtuali e verrà descritto un paper precedentemente realizzato riguardante tale concetto. Nel capitolo quattro si parlerà del movimento all'interno dei sistemi di realtà virtuale, della locomozione naturale e delle tecniche per rendere tale metodo più accessibile. Nel capitolo cinque infine verrà descritto l'algoritmo realizzato e verranno mostrati i risultati.
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Em Ribeirão das Neves, percebe-se que muitos cirurgiões dentistas não gostam de atendergestantes por falta de conhecimento ou por que encontram uma desculpa para adiar o tratamento e a gestante, percebendo a insegurança do profissional e por falta de conhecimento, prefere postergar o tratamento. Diferentemente dos mitos e tabus que existem sobre prejuízos que podem ser causados ao bebê se a mãe fizer tratamento dentário durante a gravidez, sabe-se que o atendimento odontológico pode ser realizado em qualquer período da gestação. O objetivo desse trabalho é a criação de um protocolo clínico, determinando claramente os instrumentos direcionadores para organizar e padronizar o atendimento odontológico às gestantes de Ribeirão das Neves. Para a elaboração do protocolo clínico foi realizada uma avaliação crítica da literatura tendo sido consultadas a base de dados LILACS na Biblioteca Virtual em Saúde (BVS), as bibliotecas da Comissão de Aperfeiçoamento de Pessoal de Nível Superior (CAPES), na biblioteca virtual Scientific Electronic library Online (SCiELO) e do programa ÁGORA. A literatura comprova que as gestantes, devido às alterações bucais próprias desse período,necessitam de programas educativos preventivos e de um acompanhamento odontológico no prénatal.Como resultado obteve-se a elaboração do protocolo para atendimento às gestantes que aborda os cuidados que o cirurgião dentista deve ter ao realizar o tratamento em uma gestante,qual o melhor período de gestação para a realização do tratamento, quais procedimentos podem ser realizados com segurança em cada período, quais medicamentos e anestésicos devem ser utilizados e temas que devem ser abordados durante grupos realizados com as gestantes.