244 research outputs found

    Enhancing the use of online 3d multimedia content through the analysis of user interactions

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    De plus en plus de contenus 3D interactifs sont disponibles sur la toile. Visualiser et manipuler ces contenus 3D en temps réel, de façon naturelle et intuitive, devient donc une nécessité. Les applications visées sont nombreuses : le e-commerce, l'éducation et la formation en ligne, la conception, ou l'architecture dans le contexte par exemple de musées virtuels ou de communautés virtuelles. L'utilisation de contenus 3D en ligne ne propose pas de remplacer les contenus traditionnels, tels que les textes, les images ou les vidéos, mais plutôt d'utiliser la 3D en complément, pour enrichir ces contenus. La toile est désormais une plate-forme où les contenus hypertexte, hypermédia, et 3D sont simultanément disponibles pour les utilisateurs. Cette utilisation des contenus 3D pose cependant deux questions principales. Tout d'abord, les interactions 3D sont souvent lourdes puisqu'elles comprennent de nombreux degrés de liberté; la navigation dans les contenus 3D peut s'en trouver inefficace et lente. Nous abordons ce problème en proposant un nouveau paradigme basé sur l'analyse des interactions (crowdsourcing). En analysant les interactions d'utilisateurs 3D, nous identifions des régions d'intérêt (ROI), et générons des recommandations pour les utilisateurs suivants. Ces recommandations permettent à la fois de réduire le temps d'interaction pour identifier une ROI d'un objet 3D et également de simplifier les interactions 3D nécessaires. De plus, les scènes ou objets 3D contiennent une information visuelle riche. Les sites Web traditionnels contiennent, eux, principalement des informations descriptives (textuelles) ainsi que des hyperliens pour permettre la navigation. Des sites contenants d'une part de l'information textuelle, et d'autre part de l'information 3D peuvent s'avérer difficile à appréhender pour les utilisateurs. Pour permettre une navigation cohérente entre les informations 3D et textuelles, nous proposons d'utiliser le crowdsourcing pour la construction d'associations sémantiques entre le texte et la visualisation en 3D. Les liens produits sont proposés aux utilisateurs suivants pour naviguer facilement vers un point de vue d'un objet 3D associé à un contenu textuel. Nous évaluons ces deux méthodes par des études expérimentales. Les évaluations montrent que les recommandations réduisent le temps d'interaction 3D. En outre, les utilisateurs apprécient l'association sémantique proposée, c'est-à-dire, une majorité d'utilisateurs indique que les recommandations ont été utiles pour eux, et préfèrent la navigation en 3D proposée qui consiste à utiliser les liens sémantiques ainsi que la souris par rapport à des interactions utilisant seulement la souris. ABSTRACT : Recent years have seen the development of interactive 3D graphics on the Web. The ability to visualize and manipulate 3D content in real time seems to be the next evolution of the Web for a wide number of application areas such as e-commerce, education and training, architecture design, virtual museums and virtual communities. The use of online 3D graphics in these application domains does not mean to substitute traditional web content of texts, images and videos, but rather acts as a complement for it. The Web is now a platform where hypertext, hypermedia, and 3D graphics are simultaneously available to users. This use of online 3D graphics, however, poses two main issues. First, since 3D interactions are cumbersome as they provide numerous degrees of freedom, 3D browsing may be inefficient. We tackle this problem by proposing a new paradigm based on crowdsourcing to ease online 3D interactions, that consists of analyzing 3D user interactions to identify Regions of Interest (ROIs), and generating recommendations to subsequent users. The recommendations both reduce 3D browsing time and simplify 3D interactions. Second, 3D graphics contain purely rich visual information of the concepts. On the other hand, traditional websites mainly contain descriptive information (text) with hyperlinks as navigation means. The problem is that viewing and interacting with the websites that use two very different mediums (hypertext and 3D graphics) may be complicated for users. To address this issue, we propose to use crowdsourcing for building semantic associations between texts and 3D visualizations. The produced links are suggested to upcoming users so that they can readily locate 3D visualization associated with a textual content. We evaluate the proposed methods with experimental user studies. The evaluations show that the recommendations reduce 3D interaction time. Moreover, the results from the user study showed that our proposed semantic association is appreciated by users, that is, a majority of users assess that recommendations were helpful for them, and browsing 3D objects using both mouse interactions and the proposed links is preferred compared to having only mouse interactions

    Continuum: an architecture for user evolvable collaborative virtual environments

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    Continuum is a software platform for collaborative virtual environments. Continuum\u27s architecture supplies a world model and defines how to combine object state, behavior code, and resource data into this single shared structure. The system frees distributed users from the constraints of monolithic centralized virtual world architectures and instead allows individual users to extend and evolve the virtual world by creating and controlling their own individual pieces of the larger world model. The architecture provides support for data distribution, code management, resource management, and rapid deployment through standardized viewers. This work not only provides this architecture, but it includes a proven implementation and the associated development tools to allow for creation of these worlds

    Developing architectural visualization using virtual environments

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1996.Includes bibliographical references (leaves 78-80).This thesis anticipates the emergence of virtual reality (VR) technology as an economical alternative to architectural presentation. As professionals, designers are trained to interpret two dimensional media spatially. Experience has shown that client (or user) interpretation of traditional media (two dimensional drawings and physical models) has led to discrepancy. Controlled two dimensional media may also serve as a seduction, often portraying unrealistic views. In the case of highly technical spaces, participatory design is a necessity. Successful communication of need and intent are critical to the overall success of the project in concept and in detailed design. The smallest error in communication may result in costly penalties, often at the expense of an architectural amenity or in material quality. This investigation attempts to eliminate the need for client translation by providing a more intuitive design environment via VR. The goal is to examine several types of environments/scenarios and to design an experiential/interactive envirorunent, three-dimensionally linking the user to the designer's solution and thought processes. Shared models will be posted over a network using VRML (Virtual Reality Modeling Language). The client will be able to use the model as a reference "book" by hyperlinked information attached to model geometry. Projects (not yet built) would be viewed at full scale (some in total immersion), from the same perspectives of their future reality i.e., allowing the client and designer to interact within the space during the design process. The intent is not to entirely recreate reality or to automate what is now performed manually, but to immediately express thought in a three dimensional world, enhancing collaboration and critique. The pursuit of this thesis is based on a theory which alters the conventional design-communication process to dynamically and positively impact the final product. Final data analysis will examine the process of creating and employing simulated environments for architecture, the pros/cons of implementing such a system, and the feasibility. The conclusion will recommend improving processes, systems, and the techniques employed for future "world building" of architectural space. As operating systems become more economical and simultaneously more powerful, computer modeling will enhance visualization. The design process approach will then turn from the "bird's eye/plan view" to the eye level perspective view. The model itself will evolve with the design as experiential scenes to ultimately be used as a design tool, as a communication tool, and perhaps finally as a resource --as cad and database information are linked today. --to be accessed throughout the project life cycle.by Allison M. Stamides.M.S

    Network architecture for large-scale distributed virtual environments

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    Distributed Virtual Environments (DVEs) provide 3D graphical computer generated environments with stereo sound, supporting real-time collaboration between potentially large numbers of users distributed around the world. Early DVEs has been used over local area networks (LANs). Recently with the Internet's development into the most common embedding for DVEs these distributed applications have been moved towards an exploiting IP networks. This has brought the scalability challenges into the DVEs evolution. The network bandwidth resource is the more limited resource of the DVE system and to improve the DVE's scalability it is necessary to manage carefully this resource. To achieve the saving in the network bandwidth the different types of the network traffic that is produced by the DVEs have to be considered. DVE applications demand· exchange of the data that forms different types of traffic such as a computer data type, video and audio, and a 3D data type to keep the consistency of the application's state. The problem is that the meeting of the QoS requirements of both control and continuous media traffic already have been covered by the existing research. But QoS for transfer of the 3D information has not really been considered. The 3D DVE geometry traffic is very bursty in nature and places a high demands on the network for short intervals of time due to the quite large size of the 3D models and the DVE application requirements to transmit a 3D data as quick as possible. The main motivation in carrying out the work presented in this thesis is to find a solution to improve the scalability of the DVE applications by a consideration the QoS requirements of the 3D DVE geometrical data type. In this work we are investigating the possibility to decrease the network bandwidth utilization by the 3D DVE traffic using the level of detail (LOD) concept and the active networking approach. The background work of the thesis surveys the DVE applications and the scalability requirements of the DVE systems. It also discusses the active networks and multiresolution representation and progressive transmission of the 3D data. The new active networking approach to the transmission of the 3D geometry data within the DVE systems is proposed in this thesis. This approach enhances the currently applied peer-to-peer DVE architecture by adding to the peer-to-peer multicast neny_ork layer filtering of the 3D flows an application level filtering on the active intermediate nodes. The active router keeps the application level information about the placements of users. This information is used by active routers to prune more detailed 3D data flows (higher LODs) in the multicast tree arches that are linked to the distance DVE participants. The exploration of possible benefits of exploiting the proposed active approach through the comparison with the non-active approach is carried out using the simulation­based performance modelling approach. Complex interactions between participants in DVE application and a large number of analyzed variables indicate that flexible simulation is more appropriate than mathematical modelling. To build a test bed will not be feasible. Results from the evaluation demonstrate that the proposed active approach shows potential benefits to the improvement of the DVE's scalability but the degree of improvement depends on the users' movement pattern. Therefore, other active networking methods to support the 3D DVE geometry transmission may also be required

    Internet-based solutions to support distributed manufacturing

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    With the globalisation and constant changes in the marketplace, enterprises are adapting themselves to face new challenges. Therefore, strategic corporate alliances to share knowledge, expertise and resources represent an advantage in an increasing competitive world. This has led the integration of companies, customers, suppliers and partners using networked environments. This thesis presents three novel solutions in the tooling area, developed for Seco tools Ltd, UK. These approaches implement a proposed distributed computing architecture using Internet technologies to assist geographically dispersed tooling engineers in process planning tasks. The systems are summarised as follows. TTS is a Web-based system to support engineers and technical staff in the task of providing technical advice to clients. Seco sales engineers access the system from remote machining sites and submit/retrieve/update the required tooling data located in databases at the company headquarters. The communication platform used for this system provides an effective mechanism to share information nationwide. This system implements efficient methods, such as data relaxation techniques, confidence score and importance levels of attributes, to help the user in finding the closest solutions when specific requirements are not fully matched In the database. Cluster-F has been developed to assist engineers and clients in the assessment of cutting parameters for the tooling process. In this approach the Internet acts as a vehicle to transport the data between users and the database. Cluster-F is a KD approach that makes use of clustering and fuzzy set techniques. The novel proposal In this system is the implementation of fuzzy set concepts to obtain the proximity matrix that will lead the classification of the data. Then hierarchical clustering methods are applied on these data to link the closest objects. A general KD methodology applying rough set concepts Is proposed In this research. This covers aspects of data redundancy, Identification of relevant attributes, detection of data inconsistency, and generation of knowledge rules. R-sets, the third proposed solution, has been developed using this KD methodology. This system evaluates the variables of the tooling database to analyse known and unknown relationships in the data generated after the execution of technical trials. The aim is to discover cause-effect patterns from selected attributes contained In the database. A fourth system was also developed. It is called DBManager and was conceived to administrate the systems users accounts, sales engineers’ accounts and tool trial monitoring process of the data. This supports the implementation of the proposed distributed architecture and the maintenance of the users' accounts for the access restrictions to the system running under this architecture

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    Web-based strategies in the manufacturing industry

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    The explosive growth of Internet-based architectures is allowing an efficient access to information resources over geographically dispersed areas. This fact is exerting a major influence on current manufacturing practices. Business activities involving customers, partners, employees and suppliers are being rapidly and efficiently integrated through networked information management environments. Therefore, efforts are required to take advantage of distributed infrastructures that can satisfy information integration and collaborative work strategies in corporate environments. In this research, Internet-based distributed solutions focused on the manufacturing industry are proposed. Three different systems have been developed for the tooling sector, specifically for the company Seco Tools UK Ltd (industrial collaborator). They are summarised as follows. SELTOOL is a Web-based open tool selection system involving the analysis of technical criteria to establish appropriate selection of inserts, toolholders and cutting data for turning, threading and grooving operations. It has been oriented to world-wide Seco customers. SELTOOL provides an interactive and crossed-way of searching for tooling parameters, rather than conventional representation schemes provided by catalogues. Mechanisms were developed to filter, convert and migrate data from different formats to the database (SQL-based) used by SELTOOL.TTS (Tool Trials System) is a Web-based system developed by the author and two other researchers to support Seco sales engineers and technical staff, who would perform tooling trials in geographically dispersed machining centres and benefit from sharing data and results generated by these tests. Through TTS tooling engineers (authorised users) can submit and retrieve highly specific technical tooling data for both milling and turning operations. Moreover, it is possible for tooling engineers to avoid the execution of new tool trials knowing the results of trials carried out in physically distant places, when another engineer had previously executed these trials. The system incorporates encrypted security features suitable for restricted use on the World Wide Web. An urgent need exists for tools to make sense of raw data, extracting useful knowledge from increasingly large collections of data now being constructed and made available from networked information environments. This explosive growth in the availability of information is overwhelming the capabilities of traditional information management systems, to provide efficient ways of detecting anomalies and significant patterns in large sets of data. Inexorably, the tooling industry is generating valuable experimental data. It is a potential and unexplored sector regarding the application of knowledge capturing systems. Hence, to address this issue, a knowledge discovery system called DISKOVER was developed. DISKOVER is an integrated Java-application consisting of five data mining modules, able to be operated through the Internet. Kluster and Q-Fast are two of these modules, entirely developed by the author. Fuzzy-K has been developed by the author in collaboration with another research student in the group at Durham. The final two modules (R-Set and MQG) have been developed by another member of the Durham group. To develop Kluster, a complete clustering methodology was proposed. Kluster is a clustering application able to combine the analysis of quantitative as well as categorical data (conceptual clustering) to establish data classification processes. This module incorporates two original contributions. Specifically, consistent indicators to measure the quality of the final classification and application of optimisation methods to the final groups obtained. Kluster provides the possibility, to users, of introducing case-studies to generate cutting parameters for particular Input requirements. Fuzzy-K is an application having the advantages of hierarchical clustering, while applying fuzzy membership functions to support the generation of similarity measures. The implementation of fuzzy membership functions helped to optimise the grouping of categorical data containing missing or imprecise values. As the tooling database is accessed through the Internet, which is a relatively slow access platform, it was decided to rely on faster Information retrieval mechanisms. Q-fast is an SQL-based exploratory data analysis (EDA) application, Implemented for this purpose

    A Web GIS-based Integration of 3D Digital Models with Linked Open Data for Cultural Heritage Exploration

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    This PhD project explores how geospatial semantic web concepts, 3D web-based visualisation, digital interactive map, and cloud computing concepts could be integrated to enhance digital cultural heritage exploration; to offer long-term archiving and dissemination of 3D digital cultural heritage models; to better interlink heterogeneous and sparse cultural heritage data. The research findings were disseminated via four peer-reviewed journal articles and a conference article presented at GISTAM 2020 conference (which received the ‘Best Student Paper Award’)

    Design of virtual worlds for accessing information : discovery of user preferences.

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    This thesis describes a study carried out with the aim of discovering user preferences as to the design of 3-dimensional virtual worlds for accessing information. No literature was found which dealt with this topic, and it was therefore thought that, rather than ask users to make a selection from arbitrarily-chosen designs, it would be informative to consult the users from the beginning of the design process. To this end, a Grounded Theory methodology was adopted, and users were selected from postgraduate students and staff from Information Management courses at the Robert Gordon University, Aberdeen. Three rounds of interviews were conducted. The first round was concerned with finding out what ideas for a world design people would have, the second with testing four worlds derived from the first round, and the third with exploring further ideas that users had, based on their experience of the test worlds. At each stage of the process, emergent theories were constructed, and modified according to subsequent findings. It was established that the factors which influenced this group of users in their preferences for the design of worlds were not structural, as might have been assumed, but instead were related to properties such as familiarity, organisation, assistance, and quality of information and presentation. When the results were examined in the context of developments in the use of virtual environments, it was found that they provide a theoretical underpinning for practices such as the provision of conventional library structures in the popular online environment Second Life. This is not a statistical exercise, but it would appear that there are no significant differences based on the criteria of age, gender, or whether a user was staff or student. More thorough studies would be required to determine this absolutely, but for the moment it appears more useful to draw a broad set of conclusions. ii Issues were identified which indicate potentially rewarding areas for further research and design. Specifically, it would be of interest to discover whether the affective responses of these groups are also common to other groups, and to experiment further with worlds designed in the light of the current findings. Further investigation of the small number of cases in which users do not respond to the worlds would also be desirable, to determine whether this response is characteristic of a group of people who will not react positively to any world, or whether these users simply reacted negatively to the examples presented
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