394 research outputs found

    Digital 3D documentation of cultural heritage sites based on terrestrial laser scanning

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    Modeling Clemson Football Traffic: New Techniques for Small Communities

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    Many communities host planned special events that generate several times the communties\u27 AADT around the event period (e.g. pro and college football games). Larger metropolises benefit from ITS to collect data from, model, plan for, and analyze potential solutions to event-caused congestion. The smaller communities, which do not have the resources for traffic management centers, could benefit from more cost-appropriate methodologies. This thesis presents a cost-effective methodology for traffic data collection before and after these events. Modelers can then use this data in a microsimulation package, such as VISSIM, to model how the transportation network performs during this period, to model treatments, and to obtain MOEs useful for making planning decisions. Furthermore, because these events cause networks to be severely over-saturated, collected data can underestimate the level of demand, as it is restricted by capacity. This thesis also presents a methodology to account for this as well. Researchers collected traffic data with these methods from games in 2014-16, developed models for base and treatment scenarios, and proposed changes to the traffic plan starting in 2015. In addition to the methodology, travel-time results from these models are provided as measures of effectiveness. The author\u27s uses his experience with this project to demonstrate that these methods can be used to microsimulate a severely-oversaturated network and predict treatment effectiveness

    Natural user interfaces for interdisciplinary design review using the Microsoft Kinect

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    As markets demand engineered products faster, waiting on the cyclical design processes of the past is not an option. Instead, industry is turning to concurrent design and interdisciplinary teams. When these teams collaborate, engineering CAD tools play a vital role in conceptualizing and validating designs. These tools require significant user investment to master, due to challenging interfaces and an overabundance of features. These challenges often prohibit team members from using these tools for exploring designs. This work presents a method allowing users to interact with a design using intuitive gestures and head tracking, all while keeping the model in a CAD format. Specifically, Siemens\u27 Teamcenter® Lifecycle Visualization Mockup (Mockup) was used to display design geometry while modifications were made through a set of gestures captured by a Microsoft KinectTM in real time. This proof of concept program allowed a user to rotate the scene, activate Mockup\u27s immersive menu, move the immersive wand, and manipulate the view based on head position. This work also evaluates gesture usability and task completion time for this proof of concept system. A cognitive model evaluation method was used to evaluate the premise that gesture-based user interfaces are easier to use and learn with regards to time than a traditional mouse and keyboard interface. Using a cognitive model analysis tool allowed the rapid testing of interaction concepts without the significant overhead of user studies and full development cycles. The analysis demonstrated that using the KinectTM is a feasible interaction mode for CAD/CAE programs. In addition, the analysis pointed out limitations in the gesture interfaces ability to compete time wise with easily accessible customizable menu options

    Effects of Urban Stormwater Runoff on Fathead Minnows: Mitigating Potential of Best Management Practices

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    Aquatic ecosystems located near urban landscapes are often contaminated by a complex mixture of contaminants of emerging concern (CECs). These landscapes are defined by an abundance of impervious surfaces that act as conduits during precipitation events moving contaminants into aquatic ecosystems. Prior research on the introduction of CECs into surface waters frequently focused on municipal wastewater treatment plants and agricultural runoff. This study investigates the effects of urban stormwater runoff on fathead minnows. In addition, I examined the mitigating potential of retention ponds and iron-enhanced sand filtration (IESF) as best management practices. I collected inflow and outflow water samples following precipitation events during snow melt, spring flush, and summer rains from seven stormwater ponds across the greater metropolitan area of St. Paul, MN, USA. CECs were commonly detected in stormwater runoff with greater concentrations in inflows when compared to pond outflows. In some instances, CEC concentrations rivaled those reported for treated wastewater effluent. Endpoints measured include survival, growth, foraging efficiency, and predator avoidance performance. Results indicated that seasonality had a significant effect on all biological outcomes (

    Collaborative geographic visualization

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    Dissertação apresentada na Faculdade de Ciências e Tecnologia da Universidade Nova de Lisboa para a obtenção do grau de Mestre em Engenharia do Ambiente, perfil Gestão e Sistemas AmbientaisThe present document is a revision of essential references to take into account when developing ubiquitous Geographical Information Systems (GIS) with collaborative visualization purposes. Its chapters focus, respectively, on general principles of GIS, its multimedia components and ubiquitous practices; geo-referenced information visualization and its graphical components of virtual and augmented reality; collaborative environments, its technological requirements, architectural specificities, and models for collective information management; and some final considerations about the future and challenges of collaborative visualization of GIS in ubiquitous environment

    A Systematic Review of Extended Reality (XR) for Understanding and Augmenting Vision Loss

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    Over the past decade, extended reality (XR) has emerged as an assistive technology not only to augment residual vision of people losing their sight but also to study the rudimentary vision restored to blind people by a visual neuroprosthesis. To make the best use of these emerging technologies, it is valuable and timely to understand the state of this research and identify any shortcomings that are present. Here we present a systematic literature review of 227 publications from 106 different venues assessing the potential of XR technology to further visual accessibility. In contrast to other reviews, we sample studies from multiple scientific disciplines, focus on augmentation of a person's residual vision, and require studies to feature a quantitative evaluation with appropriate end users. We summarize prominent findings from different XR research areas, show how the landscape has changed over the last decade, and identify scientific gaps in the literature. Specifically, we highlight the need for real-world validation, the broadening of end-user participation, and a more nuanced understanding of the suitability and usability of different XR-based accessibility aids. By broadening end-user participation to early stages of the design process and shifting the focus from behavioral performance to qualitative assessments of usability, future research has the potential to develop XR technologies that may not only allow for studying vision loss, but also enable novel visual accessibility aids with the potential to impact the lives of millions of people living with vision loss

    The use of computer graphics and virtual reality for visual impact assessments

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    Changes to the visual character of the landscape can become a key issue capable of influencing the outcome of an Environmental Impact Assessment (EIA). These changes are commonly referred to as visual impact, and it is recognised, unlike many other aspects of EIAs, that Visual Impact Assessment (VIA) relies less upon measurement than upon experience and judgement (IEATLI, 1995). Currently, there are very few quantitative techniques for the evaluation of visibility and it is mostly assessed qualitatively since it is concerned with the human appreciation of the landscape (Zewe and Koglin, 1995 and Wherrett, 2002). The main problem with qualitative techniques in assessing visual impact is that they may lead to bias due to their inherent subjectivity, hence there is a need for a more structured and consistent approach towards VIA. To reduce the subjectivity currently associated with VIAs, new quantitative techniques have been developed and existing spatial and qualitative techniques have been improved upon. The techniques developed in this research use Computer Graphics (CG) technology, including the field of Virtual Reality (VR). A quantitative method to calculate percentage view change has been developed that allows the accurate determination of the variation in any view, caused by an existing or proposed development. The method uses three dimensional (3D) CG models of an environment and software that has been developed using a scripting language from a 3D modelling software package. A new method has also been developed to create Fields of Visual Influence (FVIs) using standard 3D modelling techniques. The method improves upon the accuracy and efficiency of existing FVI techniques. A novel VR simulation technique has also been developed that attempts to reduce the subjectivity associated with simulations, by integrating quantitative and spatial techniques

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    UAVs – Unmanned aerial vehicles in landscape practice

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    Drones, or unmanned aerial vehicles (UAVs), have direct applications to landscape practice. Operating between human scales of landscape observation and low-flying light aircraft – usually between 10-120m – drones offer new survey possibilities by providing near-range visual information, among other sensory data sets. They can grant new perspectives on spatial layout and landscape conditions, and with almost immediate data capture, can be a powerful, cost-efficient new site design tool. This technical information note aims to help landscape professionals understand the use of UAVs and systems and procurement of UAV services and pilots. It particularly covers drone operations and uses for deployment in UK air-space. Although some detail is included for cautionary purposes, this note is not to be taken as guidance; effort has only been made to ensure its accuracy at the time of publicatio
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