988 research outputs found

    Filtering Techniques for Low-Noise Previews of Interactive Stochastic Ray Tracing

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    Progressive stochastic ray tracing is increasingly used in interactive applications. Examples of such applications are interactive design reviews and digital content creation. This dissertation aims at advancing this development. For one thing, two filtering techniques are presented, which can generate fast and reliable previews of global illumination solutions. For another thing, a system architecture is presented, which supports exchangeable rendering back-ends in distributed rendering systems

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue GerĂ€teklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berĂŒhrungsempfindlichen OberflĂ€chen berĂŒcksichtigen kaum haptische QualitĂ€ten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen FĂ€higkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische GegenstĂ€nde des Alltags digital zu erweitern und anhand geeigneter Designparameter und EntwurfsrĂ€ume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie MaterialitĂ€t und DigitalitĂ€t nahtlos ineinander ĂŒbergehen können. Es soll erforscht werden, wie kĂŒnftige Benutzungsschnittstellen nĂŒtzliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden AnsĂ€tze wirft jedoch ĂŒbergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstĂŒtzen? FĂŒr eine systematische Untersuchung stĂŒtzt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln ĂŒber visuelle Erweiterungen von UhrarmbĂ€ndern bis hin zu neuartigen Prototyping-Tools fĂŒr intelligente KleidungsstĂŒcke. Um neue DesignansĂ€tze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-EingabemodalitĂ€ten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu ĂŒberdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch ĂŒbergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    Interoperability of Traffic Infrastructure Planning and Geospatial Information Systems

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    Building Information Modelling (BIM) as a Model-based design facilitates to investigate multiple solutions in the infrastructure planning process. The most important reason for implementing model-based design is to help designers and to increase communication between different design parties. It decentralizes and coordinates team collaboration and facilitates faster and lossless project data exchange and management across extended teams and external partners in project lifecycle. Infrastructure are fundamental facilities, services, and installations needed for the functioning of a community or society, such as transportation, roads, communication systems, water and power networks, as well as power plants. Geospatial Information Systems (GIS) as the digital representation of the world are systems for maintaining, managing, modelling, analyzing, and visualizing of the world data including infrastructure. High level infrastructure suits mostly facilitate to analyze the infrastructure design based on the international or user defined standards. Called regulation1-based design, this minimizes errors, reduces costly design conflicts, increases time savings and provides consistent project quality, yet mostly in standalone solutions. Tasks of infrastructure usually require both model based and regulation based design packages. Infrastructure tasks deal with cross-domain information. However, the corresponding data is split in several domain models. Besides infrastructure projects demand a lot of decision makings on governmental as well as on private level considering different data models. Therefore lossless flow of project data as well as documents like regulations across project team, stakeholders, governmental and private level is highly important. Yet infrastructure projects have largely been absent from product modelling discourses for a long time. Thus, as will be explained in chapter 2 interoperability is needed in infrastructure processes. Multimodel (MM) is one of the interoperability methods which enable heterogeneous data models from various domains get bundled together into a container keeping their original format. Existing interoperability methods including existing MM solutions can’t satisfactorily fulfill the typical demands of infrastructure information processes like dynamic data resources and a huge amount of inter model relations. Therefore chapter 3 concept of infrastructure information modelling investigates a method for loose and rule based coupling of exchangeable heterogeneous information spaces. This hypothesis is an extension for the existing MM to a rule-based Multimodel named extended Multimodel (eMM) with semantic rules – instead of static links. The semantic rules will be used to describe relations between data elements of various models dynamically in a link-database. Most of the confusion about geospatial data models arises from their diversity. In some of these data models spatial IDs are the basic identities of entities and in some other data models there are no IDs. That is why in the geospatial data, data structure is more important than data models. There are always spatial indexes that enable accessing to the geodata. The most important unification of data models involved in infrastructure projects is the spatiality. Explained in chapter 4 the method of infrastructure information modelling for interoperation in spatial domains generate interlinks through spatial identity of entities. Match finding through spatial links enables any kind of data models sharing spatial property get interlinked. Through such spatial links each entity receives the spatial information from other data models which is related to the target entity due to sharing equivalent spatial index. This information will be the virtual properties for the object. The thesis uses Nearest Neighborhood algorithm for spatial match finding and performs filtering and refining approaches. For the abstraction of the spatial matching results hierarchical filtering techniques are used for refining the virtual properties. These approaches focus on two main application areas which are product model and Level of Detail (LoD). For the eMM suggested in this thesis a rule based interoperability method between arbitrary data models of spatial domain has been developed. The implementation of this method enables transaction of data in spatial domains run loss less. The system architecture and the implementation which has been applied on the case study of this thesis namely infrastructure and geospatial data models are described in chapter 5. Achieving afore mentioned aims results in reducing the whole project lifecycle costs, increasing reliability of the comprehensive fundamental information, and consequently in independent, cost-effective, aesthetically pleasing, and environmentally sensitive infrastructure design.:ABSTRACT 4 KEYWORDS 7 TABLE OF CONTENT 8 LIST OF FIGURES 9 LIST OF TABLES 11 LIST OF ABBREVIATION 12 INTRODUCTION 13 1.1. A GENERAL VIEW 14 1.2. PROBLEM STATEMENT 15 1.3. OBJECTIVES 17 1.4. APPROACH 18 1.5. STRUCTURE OF THESIS 18 INTEROPERABILITY IN INFRASTRUCTURE ENGINEERING 20 2.1. STATE OF INTEROPERABILITY 21 2.1.1. Interoperability of GIS and BIM 23 2.1.2. Interoperability of GIS and Infrastructure 25 2.2. MAIN CHALLENGES AND RELATED WORK 27 2.3. INFRASTRUCTURE MODELING IN GEOSPATIAL CONTEXT 29 2.3.1. LamdXML: Infrastructure Data Standards 32 2.3.2. CityGML: Geospatial Data Standards 33 2.3.3. LandXML and CityGML 36 2.4. INTEROPERABILITY AND MULTIMODEL TECHNOLOGY 39 2.5. LIMITATIONS OF EXISTING APPROACHES 41 INFRASTRUCTURE INFORMATION MODELLING 44 3.1. MULTI MODEL FOR GEOSPATIAL AND INFRASTRUCTURE DATA MODELS 45 3.2. LINKING APPROACH, QUERYING AND FILTERING 48 3.2.1. Virtual Properties via Link Model 49 3.3. MULTI MODEL AS AN INTERDISCIPLINARY METHOD 52 3.4. USING LEVEL OF DETAIL (LOD) FOR FILTERING 53 SPATIAL MODELLING AND PROCESSING 58 4.1. SPATIAL IDENTIFIERS 59 4.1.1. Spatial Indexes 60 4.1.2. Tree-Based Spatial Indexes 61 4.2. NEAREST NEIGHBORHOOD AS A BASIC LINK METHOD 63 4.3. HIERARCHICAL FILTERING 70 4.4. OTHER FUNCTIONAL LINK METHODS 75 4.5. ADVANCES AND LIMITATIONS OF FUNCTIONAL LINK METHODS 76 IMPLEMENTATION OF THE PROPOSED IIM METHOD 77 5.1. IMPLEMENTATION 78 5.2. CASE STUDY 83 CONCLUSION 89 6.1. SUMMERY 90 6.2. DISCUSSION OF RESULTS 92 6.3. FUTURE WORK 93 BIBLIOGRAPHY 94 7.1. BOOKS AND PAPERS 95 7.2. WEBSITES 10

    Visualizing genome and systems biology: technologies, tools, implementation techniques and trends, past, present and future.

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    "Α picture is worth a thousand words." This widely used adage sums up in a few words the notion that a successful visual representation of a concept should enable easy and rapid absorption of large amounts of information. Although, in general, the notion of capturing complex ideas using images is very appealing, would 1000 words be enough to describe the unknown in a research field such as the life sciences? Life sciences is one of the biggest generators of enormous datasets, mainly as a result of recent and rapid technological advances; their complexity can make these datasets incomprehensible without effective visualization methods. Here we discuss the past, present and future of genomic and systems biology visualization. We briefly comment on many visualization and analysis tools and the purposes that they serve. We focus on the latest libraries and programming languages that enable more effective, efficient and faster approaches for visualizing biological concepts, and also comment on the future human-computer interaction trends that would enable for enhancing visualization further

    Web-based Stereoscopic Collaboration for Medical Visualization

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    Medizinische Volumenvisualisierung ist ein wertvolles Werkzeug zur Betrachtung von Volumen- daten in der medizinischen Praxis und Lehre. Eine interaktive, stereoskopische und kollaborative Darstellung in Echtzeit ist notwendig, um die Daten vollständig und im Detail verstehen zu können. Solche Visualisierung von hochauflösenden Daten ist jedoch wegen hoher Hardware- Anforderungen fast nur an speziellen Visualisierungssystemen möglich. Remote-Visualisierung wird verwendet, um solche Visualisierung peripher nutzen zu können. Dies benötigt jedoch fast immer komplexe Software-Deployments, wodurch eine universelle ad-hoc Nutzbarkeit erschwert wird. Aus diesem Sachverhalt ergibt sich folgende Hypothese: Ein hoch performantes Remote- Visualisierungssystem, welches für Stereoskopie und einfache Benutzbarkeit spezialisiert ist, kann für interaktive, stereoskopische und kollaborative medizinische Volumenvisualisierung genutzt werden. Die neueste Literatur über Remote-Visualisierung beschreibt Anwendungen, welche nur reine Webbrowser benötigen. Allerdings wird bei diesen kein besonderer Schwerpunkt auf die perfor- mante Nutzbarkeit von jedem Teilnehmer gesetzt, noch die notwendige Funktion bereitgestellt, um mehrere stereoskopische Präsentationssysteme zu bedienen. Durch die Bekanntheit von Web- browsern, deren einfach Nutzbarkeit und weite Verbreitung hat sich folgende spezifische Frage ergeben: Können wir ein System entwickeln, welches alle Aspekte unterstützt, aber nur einen reinen Webbrowser ohne zusätzliche Software als Client benötigt? Ein Proof of Concept wurde durchgeführt um die Hypothese zu verifizieren. Dazu gehörte eine Prototyp-Entwicklung, deren praktische Anwendung, deren Performanzmessung und -vergleich. Der resultierende Prototyp (CoWebViz) ist eines der ersten Webbrowser basierten Systeme, welches flüssige und interaktive Remote-Visualisierung in Realzeit und ohne zusätzliche Soft- ware ermöglicht. Tests und Vergleiche zeigen, dass der Ansatz eine bessere Performanz hat als andere ähnliche getestete Systeme. Die simultane Nutzung verschiedener stereoskopischer Präsen- tationssysteme mit so einem einfachen Remote-Visualisierungssystem ist zur Zeit einzigartig. Die Nutzung für die normalerweise sehr ressourcen-intensive stereoskopische und kollaborative Anatomieausbildung, gemeinsam mit interkontinentalen Teilnehmern, zeigt die Machbarkeit und den vereinfachenden Charakter des Ansatzes. Die Machbarkeit des Ansatzes wurde auch durch die erfolgreiche Nutzung für andere Anwendungsfälle gezeigt, wie z.B. im Grid-computing und in der Chirurgie

    Because I am Not Here, Selected Second Life-Based Art Case Studies. Subjectivity, Autoempathy and Virtual World Aesthetics

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    Second Life is a virtual world accessible through the Internet in which users create objects and spaces, and interact socially through 3D avatars. Certain artists use the platform as a medium for art creation, using the aesthetic, spatial, temporal and technological features of SL as raw material. Code and scripts applied to animate and manipulate objects, avatars and spaces are important in this sense. These artists, their avatars and artwork in SL are at the centre of my research questions: what does virtual existence mean and what is its purpose when stemming from aesthetic exchange in SL? Through a qualitative research method mixing distribute aesthetics, digital art and media theories, the goal is to examine aesthetic exchange in the virtual: subjectivity and identity and their possible shifting patterns as reflected in avatar-artists. A theoretical and methodological emphasis from a media studies perspective is applied to digital media and networks, contributing to the reshaping of our epistemologies of these media, in contrast to the traditional emphasis on communicational aspects. Four case studies, discourse and text analysis, as well as interviews in-world and via email, plus observation while immersed in SL, are used in the collection of data, experiences, objects and narratives from avatars Eva and Franco Mattes, Gazira Babeli, Bryn Oh and China Tracy. The findings confirm the role that aesthetic exchange in virtual worlds has in the rearrangement of ideas and epistemologies on the virtual and networked self. This is reflected by the fact that the artists examined—whether in SL or AL—create and embody avatars from a liminal (ambiguous) modality of identity, subjectivity and interaction. Mythopoeia (narrative creation) and experiencing oneself as ‘another’ through multiplied identity and subjectivity are the outcomes of code performance and machinima (films created in-world). They constitute a modus operandi (syntax) in which episteme, techne and embodiment work in symbiosis with those of the machine, affected by the synthetic nature of code and liminality in SL. The combined perspective from media studies and distribute aesthetics proves to be an effective method for studying these subjects, contributing to the discussion of contemporary virtual worlds and art theories

    Grading zero waste design using digital and virtual methods

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    Doctor of PhilosophyDepartment of Apparel, Textiles, and Interior DesignSherry J. HaarTraditional practices of pattern cutting within the apparel industry result in a considerable portion of fabric waste that negatively impacts the environment. Currently, garment manufacturers make responding to fashion trends, at the lowest possible cost, the main priority, regardless of fabric waste, to ensure economic profit. Besides, one of the sustainable challenges when working with zero waste design (ZWD) is the feasibility of pattern grading under the current apparel production system. Thus, the purpose of this experimental study was to explore the feasibility of grading zero waste garments for industry production using digital and virtual methods. The main research questions in this study were: What pattern piece adjustments and marker layouts achieve both 100% marker efficiency and accurate virtual visual appearance? Can digital 3D simulation be used as an effective and sustainable sizing and fit assessment tool? Does attachment and appreciation of ZWD influence expert judges’ evaluation of visual accuracy? The first research question was answered through a functional design process that included three phases: sample development, grading and marker making, digital and virtual testing of marker adjustments, and marker refinement. The application of typical and novel marker making and design tactics for functional utilization of the cuts offs resulting in no fabric waste of the mixed marker of the graded sizes was explored. As a result, a system of four different adjustment methods were applied to reach 100% marker efficiency while maintaining visual accuracy. Multiple challenges regarding the use of 3D simulation to create virtual samples were encountered. To answer the second and third research questions, an online questionnaire was utilized to collect assessment related to the efficiency of the graded virtual samples compared to the physical based on particular design criteria. Two judge groups participated in this study, zero waste design academic researchers and industry technical designers. The judges compared the samples via video, between and across groups. The findings indicated that the use of 3D simulation was mostly challenging for grading ZWD while maintaining 100% marker efficiency and visual accuracy. Judges suggested that the 3D simulation would be a useful, sustainable tool for fit and appearance assessment to decrease the number of physical samples; however, major improvements for the software were recommended before the physical sample could be eliminated. These findings contribute to understanding the effectiveness of sizing zero waste design and use of 3D virtual simulation as an assessment method, which promotes sustainable development through pattern making within the production methods in the apparel industry. Technical judges had more agreement than ZWD judges regarding the similarity between virtual and physical samples, and the sufficiency of information provision by virtual samples that would replace physical samples. Thus, ZWD judges had higher expectations for virtual technology. This finding indicated a relationship between attachment and appreciation of sustainability in fashion with the adoption of advanced practices to develop sustainable fashion design through the functional design process
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