3,147 research outputs found
PLS-based approach for Kansei analysis
A residential garden contributes to mental health in modern life. Gardening is a common recreational activity. From the view of the Kansei engineering, designing the garden is a quite difficult subject. Since garden components such as stones and trees are widely diversified, then number of possible design elements becomes quite large. Meanwhile, evaluation samples that can be used for Kansei Evaluation are limited. Relations between Kansei word evaluation and design elements had been analyzed with Quantification Theory type I, which is a
variation of a multiple regression model. Since QT1 is based on the least square method, number of evaluation samples should be larger than the number of design elements. Thus, QT1 is not applicable in this case. Recently, PLS (Partial Least Squares) is becoming popular in the field of Chemometrics, which deal with extremely large number and interacted predictor variables. In this study, we utilized PLS for analyzing Kansei evaluation on residential gardens and their 89 design elements. Analyzing results of PLS and QT1 are compared. QT1 analyses were done on 5-fold design elements. Even when incorporating 89 variables, PLS's multiple correlation coefficient was much higher than QT1. Analyzing result was made into hand-made virtual reality Kansei engineering system. The system contains two projectors and a PC. 3D models of parts such as trees and stones are dynamically chosen and allocated in the scene. The system was based on originally developed 3D computation and rendering library on Java
X3D Earth Terrain-Tile Production Chain for Georeferenced Simulation
Web3D '09: Proceedings of the 14th International Conference on 3D Web Technology, June 2009, Pages 159–166.The article of record as published may be found at https://doi.org/10.1145/1559764.1559789Broad needs for digital models of real environments such as 3D terrain or cyber cities are increasing. Many applications related to modeling and simulation require virtual environments constructed from real-world geospatial information in order to guarantee relevance and accuracy in the simulation. The most fundamental data for building virtual environments, terrain elevation and orthogonal imagery, is typically acquired using optical sensors mounted on satellites or airplanes. Providing interoperable and reusable digital models in 3D is important for promoting practical applications of high-resolution airborne imagery. This paper presents research results regarding virtual-environment representations of geospatial information, especially for 3D shape and appearance of virtual terrain. It describes a framework for constructing real-time 3D models of large terrain based on highresolution satellite imagery. This approach is also suitable for underwater bathymetry. The Extensible 3D Graphics (X3D) Geospatial Component standard is applied to produce X3D Earth models with global scope. Efficient rendering, network retrieval and data caching/removal must all be optimized simultaneously, across servers, networks and clients, in order to accomplish these goals properly. Details of this standard-based approach for providing an infrastructure for real-time 3D simulation merging high-resolution geometry and imagery are also presented. This work facilitates open interchange and interoperability across diverse simulation systems and is independently usable by governments, industry, scientists and the general public
Virtual Campus for the University of Jaume I, Castelló, Spain: 3D Modelling of the Campus Buildings using CityEngine
Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.The Virtual Smart Campus for the University of Jaume I – Visca Uji – is a project
that aims to transform the University of Jaume I (UJi) into a “Smart Campus”. Several
applications are part of the Smart Campus such as Uji Place Finder, Energy
Consumption, Routes, Resources Management, and Indoor Mapping. Part of this
project is the creation of the 3D model of the university buildings using Esri software —
City Engine.
This study analysed two 3D modeling approaches: procedural modeling language
(CGA Shape) and manual modeling. The first, Computer Generated Architecture (CGA)
shape is an extension of set grammars that have been applied in CG successfully over
the years. And the second, CityEngine offers a set of shape creation and editing tools
that allows a more intuitive and pragmatic 3D modeling technique. Both approaches
have advantages and disadvantages, overall creating a 3D model by using procedural
modelling language showed to be the more efficient and pragmatic method
06221 Abstracts Collection -- Computational Aestethics in Graphics, Visualization and Imaging
From 28.05.06 to 02.06.06, the Dagstuhl Seminar 06221 ``Computational Aesthetics in Graphics, Visualization and Imaging\u27\u27 was held
in the International Conference and Research Center (IBFI),
Schloss Dagstuhl.
During the seminar, several participants presented their current
research, and ongoing work and open problems were discussed. Abstracts of
the presentations given during the seminar as well as abstracts of
seminar results and ideas are put together in this paper. The first section
describes the seminar topics and goals in general.
Links to extended abstracts or full papers are provided, if available
StableHand VR: a virtual reality serious game for hand rehabilitation
Dissertação de mestrado integrado em Biomedical Engineering Medical InformaticsA third of all injuries at work are sustained to the hand, and hand and wrist injuries are estimated to account between 10% to 30% of all Emergency Department (ED) attendances. In 2017, there were approximately 18 million hand and wrist fractures, 2 million thumb amputations and 4 million non-thumb digit amputations worldwide.
Several injuries, disabilities and diseases can affect manual motor control. Hand physiotherapy is indispensable to restore hand functionality. However, this process is often a strenuous and cognitively demanding experience.
This work proposes a Virtual Reality (VR) serious game to improve conventional physiotherapy in hand rehabilitation. It focuses on resolving recurring limitations reported in most technological solutions to the problem, namely the limited diversity support of movements and exercises, complicated calibrations, and exclusion of patients with open wounds or other disfigurements of the hand.
Concepts such as mixed reality, serious games for health, and hand rehabilitation are addressed in this dissertation to provide the reader with a background for the project. The latest developments of digital games and technologies in the hand rehabilitation field, specifications, requirements, general game characteristics and the most relevant details of the game implementation process are also presented in this dissertation.
The system was assessed in two mid-term validations to test its viability and adjust the development. The first validation was performed with eight able-bodied participants and the second with four health professionals working in the rehabilitation field. The validations were performed following ten minutes of guided functional task practices followed by a Semi-Structured Interview for the first validation and an online questionnaire for the second validation. The questions made in the interview and online questionnaire focused on the participants’ familiarity with videogames, opinion about the Oculus Quest and its hand tracking system, and the StableHand VR game.
The System Usability Scale (SUS) scores obtained and the participants’ positive feedback showed the potential of both conceptual and technological approaches adopted for this game as a viable complement to conventional hand rehabilitation. The project’s main objectives were achieved, and several relevant topics for further research were identified.Um terço de todos os ferimentos no trabalho afetam a mão e estima-se que 10% a 30% de todos os atendimentos nas Urgências se devem a ferimentos na mão e no pulso. Em 2017, houve aproximadamente 18 milhões de fraturas da mão e do pulso, 2 milhões de amputações do polegar e 4 milhões de amputações de dígitos não polegares em todo o mundo.
Vários ferimentos, deficiências e doenças podem afetar o controlo motor manual. A fisioterapia é indispensável para recuperar a funcionalidade da mão. No entanto, este processo é frequentemente uma experiência extenuante e cognitivamente exigente.
Este trabalho propõe um jogo sério em Realidade Virtual para melhorar a fisioterapia convencional na reabilitação da mão. O trabalho desenvolvido concentra-se na resolução de recorrentes limitações relatadas na maioria das soluções tecnológicas para o problema, nomeadamente o apoio limitado de diversidade de movimentos e exercícios, calibrações complicadas e exclusão de pacientes com feridas abertas ou outras desfigurações da mão.
Esta dissertação aborda conceitos como a realidade mista, jogos sérios para a saúde e reabilitação para fornecer ao leitor contextualização para o projeto. Os últimos desenvolvimentos de jogos digitais e tecnologias no campo da reabilitação da mão são também apresentados nesta dissertação, assim como especificações, requisitos, características gerais do jogo e o processo de implementação do mesmo.
O sistema foi avaliado através de dois ensaios realizados durante o processo de desenvolvimento, para testar a viabilidade e proceder a ajustes da solução especificada. A primeira validação foi conduzida com oito participantes saudáveis e a segunda validação com quatro profissionais de saúde que trabalham em reabilitação. As validações foram realizadas após dez minutos de práticas funcionais orientadas, seguidas de uma Entrevista Semiestruturada, no caso da primeira validação, ou de um questionário online, no caso da segunda validação. As perguntas feitas na entrevista e no questionário online centraram-se na familiaridade dos participantes com os videojogos, opinião sobre o Oculus Quest e o seu sistema de localização de mãos e o jogo StableHand VR.
As pontuações obtidas no System Usability Scale e o feedback positivo dos participantes demostrou o potencial das abordagens conceptuais e tecnológicas adotadas para que este jogo fosse visto como um complemento viável para a reabilitação convencional das mãos. Os principais objetivos do projeto foram alcançados, tendo também sido identificado um conjunto de tópicos relevantes de investigação futura
Mobile graphics: SIGGRAPH Asia 2017 course
Peer ReviewedPostprint (published version
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