43 research outputs found
Using Virtual Reality Modelling to Enhance Electrical Safety and Design in the Built Environment.
This thesis presents a prototype desktop virtual reality model entitled ‘Virtual Electrical Services’, to enhance electrical safety and design in the built environment. The model presented has the potential to be used as an educational tool for third level students, a design tool for industry, or as a virtual electrical safety manual for the general public. A description of the development of the virtual reality model is presented along with the applications that were developed within the model. As part of the VR development process, this research investigates the cause and effects of electrical accidents in domestic properties. This highlights the high-risk activities, which lead to receiving an electric shock in a domestic property and identifies at-risk groups that could most benefit from electrical safety interventions. It also examines the theory of transfer touch voltage calculations and expands on it to show how to carry out a sensitivity analysis in relation to the design parameters that are being used by designers and installers. The use of Desktop Virtual Reality systems for enhancing electrical safety and engineering design is a novel prospect for both practicing and student electrical services engineers. This innovative approach, which can be readily accessed via the World Wide Web, constitutes a marked shift in conventional learning and design techniques to a more immersive, interactive and intuitive working and learning environment. A case study is carried out to evaluate the users’ attitudes toward VR learning environments and also the usability of the prototype model developed. From the completed case study, it appears that there is sufficient evidence to suggest that virtual reality could enhance electrical safety and design in the built environment and also advance training methods used to educate electrical services engineers and electricians. The thesis includes a discussion on the limitations of the system developed and the potential for future research and developmen
Requirements for augmented reality usage in the 3D-design of shipbuilding
Laivanrakennuksen alalla on mahdollista hyödyntää lisätyn todellisuuden teknologiaa. Laivanrakennuksessa varusteluvaiheessa suuret osakokoonpanot yhdistetään toisiinsa. Laajojen osakokoonpanojen välille syntyy eroavaisuuksia, joten niitä yhdistävät osat tulee usein mitoittaa uudelleen. Lisätyn todellisuuden avulla olisi mahdollista nopeuttaa erityisesti tätä tuotannon vaihetta. Tämä tutkimus selvittää suunnittelulta vaaditut toimenpiteet 3D-mallinnuksessa, kun tuotannossa hyödynnetään lisättyä todellisuutta.
Tutkimuksessa aihetta tutkitaan LUT-yliopiston verkkotietokantojen kirjallisuuden avulla. Kirjallisuudessa keskitytään aiheeseen yleisellä tasolla. Tuloksilla pyritään luomaan yleiskuva vaatimuksista. Lisäksi osana tutkimusta toteutetaan kokeellinen älypuhelinsovellus. Sovelluksen avulla pyritään ymmärtämään paremmin lisätyn todellisuuden asettamia vaatimuksia 3D-suunnittelulle. Kokeellisen työn avulla tutkittiin erityisesti mallien monimutkaisuuden vaikutusta suorituskykyyn.
Työn tuloksista ilmenee, että suunnittelussa on huomioitava käytetyt 3D-mallien tiedostomuodot ja niiden välittämät tiedot. Mallien suorituskykyyn sovelluksessa vaikuttaa erityisesti sen polygoniluku. Polygoniluku on suurin monimutkaisilla muodoilla kuten ympyröillä. CAD-mallin muuntaminen 3D-malliksi saattaa aiheuttaa geometriassa muutoksia, jotka tulee huomioida, jos sovelluskohteessa vaaditaan todenmukaista mallia.
Työn tulokset ovat sovellettavia eivätkä esitä vaatimuksia tietylle sovelluskohteelle. Työn tulokset kirjallisuudesta ja kokeellisesta työstä vahvistivat toisiaan. Aihe on erittäin ajankohtainen lisätyn todellisuuden teknologian ollessa kasvuvaiheessa.Shipbuilding industry has many opportunities to benefit from augmented reality. In the outfitting stage of ship manufacturing large subassemblies are joined. Large subassemblies often have discrepancies so joining parts need to be adjusted for the errors present in the real ship. Augmented reality offers a way to speed up this manufacturing stage. This study explores the requirements set by augmented reality for the 3D-model design stage of shipbuilding.
In this study LUT-university online databases are used to collect scientific papers which are used to create the results of the study. The literature is selected to focus on the subject on a general level. A smartphone application is created to gather more information of about the subject. The application is used to better understand the 3D-modelling requirements set by an augmented reality application. The experiment focused on the performance of 3D-models.
The results of the study show that file formats and the data they transmit must be taken into consideration. The performance of the models is affected by the model’s polygon count. Polygon count is the largest in complicated shapes such as circles. CAD-model exchange to 3D-model format may cause changes in geometry, which needs to be taken into consideration if the application requires a high resemblance to real part.
The results of the study are generalized and assert no requirements for a specific application. The literature and the experiment both support the results of each other. The subject is very relevant as the technology of augmented reality is in a growth phase
Enhanced Shadow Retargeting with Light-Source Estimation Using Flat Fresnel Lenses
Shadow-retargeting maps depict the appearance of real shadows to virtual shadows given corresponding deformation of scene geometry, such that appearance is seamlessly maintained. By performing virtual shadow reconstruction from unoccluded real-shadow samples observed in the camera frame, this method efficiently recovers deformed shadow appearance. In this manuscript, we introduce a light-estimation approach that enables light-source detection using flat Fresnel lenses that allow this method to work without a set of pre-established conditions. We extend the adeptness of this approach by handling scenarios with multiple receiver surfaces and a non-grounded occluder with high accuracy. Results are presented on a range of objects, deformations, and illumination conditions in real-time Augmented Reality (AR) on a mobile device. We demonstrate the practical application of the method in generating otherwise laborious in-betweening frames for 3D printed stop-motion animatio
The delta radiance field
The wide availability of mobile devices capable of computing high fidelity graphics in real-time has sparked a renewed interest in the development and research of Augmented Reality applications. Within the large spectrum of mixed real and virtual elements one specific area is dedicated to produce realistic augmentations with the aim of presenting virtual copies of real existing objects or soon to be produced products. Surprisingly though, the current state of this area leaves much to be desired: Augmenting objects in current systems are often presented without any reconstructed lighting whatsoever and therefore transfer an impression of being glued over a camera image rather than augmenting reality. In light of the advances in the movie industry, which has handled cases of mixed realities from one extreme end to another, it is a legitimate question to ask why such advances did not fully reflect onto Augmented Reality simulations as well.
Generally understood to be real-time applications which reconstruct the spatial relation of real world elements and virtual objects, Augmented Reality has to deal with several uncertainties. Among them, unknown illumination and real scene conditions are the most important. Any kind of reconstruction of real world properties in an ad-hoc manner must likewise be incorporated into an algorithm responsible for shading virtual objects and transferring virtual light to real surfaces in an ad-hoc fashion. The immersiveness of an Augmented Reality simulation is, next to its realism and accuracy, primarily dependent on its responsiveness. Any computation affecting the final image must be computed in real-time. This condition rules out many of the methods used for movie production.
The remaining real-time options face three problems: The shading of virtual surfaces under real natural illumination, the relighting of real surfaces according to the change in illumination due to the introduction of a new object into a scene, and the believable global interaction of real and virtual light. This dissertation presents contributions to answer the problems at hand.
Current state-of-the-art methods build on Differential Rendering techniques to fuse global illumination algorithms into AR environments. This simple approach has a computationally costly downside, which limits the options for believable light transfer even further. This dissertation explores new shading and relighting algorithms built on a mathematical foundation replacing Differential Rendering. The result not only presents a more efficient competitor to the current state-of-the-art in global illumination relighting, but also advances the field with the ability to simulate effects which have not been demonstrated by contemporary publications until now
Scenography and new media technologies: history, educational applications and visualization techniques
The endemic presence of digital technology is responsible for numerous changes in contemporary Western societies. This study examines the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. In the cross-disciplinary literature review, I investigate such primary elements of contemporary media as interactivity, immersion, integration and hyper-textuality, and explore their characteristics in the performing arts before and during the digital epoch. I also discuss various IT applications that transformed the way we experience, learn and co-create our cultural heritage. In order to illustrate how computer-generated environments could change the way we perceive and deliver cultural values, I explore a suite of rapidly-developing communication and computer-visualization techniques, which enable reciprocal exchange between viewers, theatre performances and artefacts. I analyze novel technology-mediated teaching techniques that attempt to provide a new media platform for visually-enhanced information transfer.
My findings indicate that the recent changes towards the personalization of knowledge delivery and also towards student-centered study and e-learning necessitated the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience. The analysis of questionnaires and two case studies (the THEATRON and the VA projects) demonstrate the need for further development of digital-visualization techniques, especially for studying and researching scenographic artefacts. As a practical component of this thesis, I have designed and developed the Set-SPECTRUM educational project, which aims to strengthen the visual skills of the students, ultimately enabling them to use imagery as a creative tool, and as a means to analyze theatrical performances and artefacts. The 3D reconstruction of Norman Bel Geddes' set for The Divine Comedy, first of all, enables academic research of the artefact, exposing some hitherto unknown design-limitations in the original set-model, and revealing some construction inconsistencies; secondly, it contributes to educational and creative practices, offering an innovative way to learn about scenography. And, thirdly, it fills a gap in the history of the Western theatre design.
This study attempts to show that when translated into digital language, scenographic artefacts become easily retrievable and highly accessible for learning and research purposes. Therefore, the development of such digital products should be encouraged, but care should also be taken to provide the necessary training for users, in order to realize the applications' full potential
Technology 2003: The Fourth National Technology Transfer Conference and Exposition, volume 2
Proceedings from symposia of the Technology 2003 Conference and Exposition, Dec. 7-9, 1993, Anaheim, CA, are presented. Volume 2 features papers on artificial intelligence, CAD&E, computer hardware, computer software, information management, photonics, robotics, test and measurement, video and imaging, and virtual reality/simulation
Intermediated reality
Real-time solutions to reducing the gap between virtual and physical worlds for photorealistic interactive Augmented Reality (AR) are presented. First, a method of texture deformation with image inpainting, provides a proof of concept to convincingly re-animate fixed physical objects through digital displays with seamless visual appearance. This, in combination with novel methods for image-based retargeting of real shadows to deformed virtual poses and environment illumination estimation using in conspicuous flat Fresnel lenses, brings real-world props to life in compelling, practical ways. Live AR animation capability provides the key basis for interactive facial performance capture driven deformation of real-world physical facial props. Therefore, Intermediated Reality (IR) is enabled; a tele-present AR framework that drives mediated communication and collaboration for multiple users through the remote possession of toys brought to life.This IR framework provides the foundation of prototype applications in physical avatar chat communication, stop-motion animation movie production, and immersive video games. Specifically, a new approach to reduce the number of physical configurations needed for a stop-motion animation movie by generating the in-between frames digitally in AR is demonstrated. AR-generated frames preserve its natural appearance and achieve smooth transitions between real-world keyframes and digitally generated in-betweens. Finally, the methods integrate across the entire Reality-Virtuality Continuum to target new game experiences called Multi-Reality games. This gaming experience makes an evolutionary step toward the convergence of real and virtual game characters for visceral digital experiences
The 1st International Conference on Computational Engineering and Intelligent Systems
Computational engineering, artificial intelligence and smart systems constitute a hot multidisciplinary topic contrasting computer science, engineering and applied mathematics that created a variety of fascinating intelligent systems. Computational engineering encloses fundamental engineering and science blended with the advanced knowledge of mathematics, algorithms and computer languages. It is concerned with the modeling and simulation of complex systems and data processing methods. Computing and artificial intelligence lead to smart systems that are advanced machines designed to fulfill certain specifications. This proceedings book is a collection of papers presented at the first International Conference on Computational Engineering and Intelligent Systems (ICCEIS2021), held online in the period December 10-12, 2021. The collection offers a wide scope of engineering topics, including smart grids, intelligent control, artificial intelligence, optimization, microelectronics and telecommunication systems. The contributions included in this book are of high quality, present details concerning the topics in a succinct way, and can be used as excellent reference and support for readers regarding the field of computational engineering, artificial intelligence and smart system