7 research outputs found
Toward Technology Transfer Evaluation Criteria
Technology transfer is often focused on how to get novel technology transferred into an industrial using group or company. We focus in this paper on the target of the process and present guidelines which can help assess the likelihood of a successful transfer
Rendering and interactive virtual prototyping
Application of virtual reality techniques to architectural design allows to decrease the conception cost by virtual prototyping . In
order to make the prototype usable for the decision process, an accurate lighting simulation must be done . The important need of
interactivity in the manipulation of the prototype, for virtual walk-through or for modifying the prototype, implies a time efficient
lighting simulation in the virtual world . Generaly, lighting simulation used in this type of application used empirical models whose
only advantage is the real-time simulation . Texture mapping is a technique widely used to increase the quality of the simulation
but without reaching the needed accuracy for architectural design .
The radiosity model, based on the radiative transfers theory, allows to determine the lighting of a scene in a view-independent way.
This model's limitation is its complexity. Also, its use in a virtual prototyping application needs the definition of adapted evaluation
method . In this paper we propose a software environment, organised around two simulation kernels - Visualisation-interaction and
Lighting simulation - that allows the use of the radiosity model during the design of an architectural environment. We present more
precisely the design and the implementation of the lighting simulation module, called Eclairagiste, which objective is to ensure
the maximum lighting accuracy at each instant . The Eclairagiste module, defined as an entity of the virtual reality programming
environment VIPER, uses a multi-resolution representation of the radiosity function and relie on resolution method derived from
hierarchical radiosity.L'application des techniques de réalité virtuelle à l'architecture permet de diminuer les coûts de conception du projet par prototypage virtuel. Afin de rendre le prototype développé exploitable pour la prise de décision, une simulation convenable de l'éclairage doit être effectuée. Le besoin important d'interactivité dans la manipulation du prototype, soit pour des déplacements de l'utilisateur dans le monde virtuel, soit pour des modifications géométriques apportées à ce monde, nécessite un éclairage très rapide de la scène. Actuellement, les modèles d'éclairage utilisés, dans ce type d'application, sont des approximations empiriques des modèles physiques dont le seul avantage est la rapidité d'évaluation. Les textures sont largement utilisées pour augmenter le réalisme des scènes virtuelles mais le niveau de simulation de l'éclairage reste grossier. Le modèle de radiosité, modèle physique fondé sur l'évaluation des transferts radiatifs dans une scène, permet de déterminer, de façon indépendante du point de vue, la valeur du signal lumineux en tout point de la scène, en tenant compte de toute la scène (illumination globale). Le principal inconvénient de ce modèle étant le temps de calcul nécessaire à sa résolution, son utilisation dans une application de prototypage passe par la définition de techniques de résolution adaptées. Nous proposons dans cet article une plate-forme logicielle, organisée autour de deux noyaux de simulation - Visualisation-Interaction et Simulation de l'éclairage -, permettant d'utiliser le modèle de radiosité lors de la conception par prototypage virtuel d'environnements architecturaux. Nous présentons plus particulièrement la conception et l'implantation d'un module de simulation de l'éclairage, appelé éclairagiste, dont l'objectif est d'assurer le réalisme maximum à chaque instant. Le module éclairagiste, définit comme une entité de l'environnement de programmation d'applications de réalité virtuelle VIPER, utilise une modélisation multi-échelle de la radiosité et repose sur une méthode de résolution dérivée de la radiosité hiérarchique
Interfacce uomo-macchina nella realtà virtuale
Questo capitolo fornisce una descrizione dei principali elementi che influenzano l'interazione uomo-macchina in riferimento alla realtà virtuale, per come si configurano attualmente, e per come si prevede si svilupperanno in un prossimo futuro. Il capitolo è organizzato nel modo seguente: la sezione 1.1 presenta il concetto di realtà virtuale soprattutto in relazione alle possibilità offerte per quanto riguarda l’interazione tra uomo e macchina, ed alle applicazioni di nuova generazione. La sezione successiva descrive i principali requisiti ed i vincoli che un sistema di realtà virtuale deve soddisfare per riuscire a fornire all’utente un’impressione convincente e delle esperienze realmente immersive. La sezione 1.3 si concentra sul feedback sensoriale principale, descrivendo le principali tecnologie di nuova generazione per la realizzazione di dispositivi in grado di fornire delle sensazioni visive e tattili estremamente realistiche. Infine la sezione 1.4 descrive brevemente alcuni esempi di applicazioni di realtà virtuale realizzate dagli autori, nel campo della simulazione chirurgica, dei musei virtuali e dei sistemi di visualizzazione autostereoscopici multiutente, e la sezione 1.5 discute brevemente la situazione attuale ed il potenziale futuro della disciplina.289-33
Un système interactif pour le prototypage virtuel coopératif
We present in this thesis the study and implementation of an interactive system for cooperative prototyping of virtual models. These works make use of several technologies from different scientific backgrounds; Virtual Reality is at the crossroads of many disciplines. Our goal is not to replace right now a CAD system with a system such as that we propose in this thesis. Indeed, the power of the machines does not allow yet the management of virtual objects with an accuracy comparable to that of CAD tools. While our system is intuitive and interactive but does not have enough machine power to compete with such precision tools; This precision is however necessary for the industry. This development will be achieved, for sure, but it is more reasonable for the moment to see virtual reality as a complement to CAD.Nous présentons dans ce mémoire l’étude et la réalisation d’un système interactif pour le prototypage coopératif de maquettes virtuelles. Ces travaux font usage de plusieurs technologies issues de milieux scientifiques variés ; la réalité virtuelle n’est elle pas à la croisée des chemins de nombreuses disciplines ? Notre objectif n’est pas de remplacer dès à présent un système de CAO par un système tel que celui que nous proposons dans ce mémoire. En effet, la puissance des machines ne permet pas encore la gestion d’objets virtuels avec une précision comparable à celle des outils de CAO. Certes notre système est intuitif et interactif mais il ne dispose pas d’assez de puissance machine pour rivaliser en précision avec de tels outils ; cette précision est pourtant nécessaire pour l’industrie. Cette évolution se fera, c’est sûr, mais il est pour l’instant plus raisonnable de voir la réalité virtuelle comme un complément de la CAO
Virtual reality and the equipment for its reproduction
Definicija virtualne stvarnosti dolazi od definicija obiju riječi „virtualno“ i „stvarnost“. Definicija riječi „virtualno“ može značiti mnogo stvari, no vezana uz stvarnost, definirana je kao „bliska verzija stvarnosti“.
Ovim radom prisjećamo se da svijet spoznajemo isključivo kroz naša osjetila i sustave percepcije. Uređaji za reprodukciju virtualne stvarnosti, popraćeni razvijenim softverom, proizvedeni su s namjerom da zavaraju naša osjetila i pruže nam stvaran osjećaj virtualnog prostora. Nadalje, kroz rad se susrećemo s različitim iteracijama uređaja za reprodukciju virtualne stvarnosti te opisujemo njihove karakteristike i kako pomoću njih korisnik komunicira tj. vrši interakciju s virtualnom okolinom.The definition of virtual reality comes from the definitions for both „virtual” and „reality”. The term „virtual reality” basically means „near-reality”. This could, of course, mean anything but it usually refers to a specific type of reality emulation. Here, we remind ourselves that we perceive the world through our senses and perception systems. Devices that are meant for reproduction of virtual reality, accompanied by its developed software, are created to fool our senses and provide us with a real feeling of virtual environment. Throughout this final work, we will encounter different iterations of these devices, describe their characteristics and highlight the user communication and interaction with the virtual environment
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Designing together apart : computer supported collaborative design in architecture
The design of computer tools to assist in work has often attempted to replicate manual methods. This replication has been proven to fail in a diversity of fields such as business management, Computer-Aided Design (CAD) and Computer- Supported Collaborative Work (CSCW). To avoid such a failure being repeated in the field of Computer-Supported Collaborative Design (CSCD), this thesis explores the postulation that CSCD does not have to be supported by tools which replicate the face-to-face design context to support distal architectural design. The thesis closely examines the prevailing position that collaborative design is a social and situated act which must therefore be supported by high bandwidth tools. This formulation of architectural collaboration is rejected in favour of the formulation of a collaborative expert act. This proposal is tested experimentally, the results of which are presented. Supporting expert behaviour requires different tools than the support of situated acts. Surveying research in computer-supported collaborative work (CSCW), the thesis identifies tools that support expert work. The results of the research is transferred to two contexts: teaching and practice. The applications in these two contexts illustrate how CSCD can be applied in a variety of bandwidth and technological conditions. The conclusion is that supporting collaborative design as an expert and knowledge-based act can be beneficially implemented in the teaching and practice of architecture