9,896 research outputs found
Vivern a virtual environment for multiscale visualization and modeling of DNA nanostructures
DNA nanostructures offer promising applications, particularly in the biomedical domain, as they can be used for targeted drug delivery, construction of nanorobots, or as a basis for molecular motors. One of the most prominent techniques for assembling these structures is DNA origami. Nowadays, desktop applications are used for the in silico design of such structures. However, as such structures are often spatially complex, their assembly and analysis are complicated. Since virtual reality (VR) was proven to be advantageous for such spatial-related tasks and there are no existing VR solutions focused on this domain, we propose Vivern, a VR application that allows domain experts to design and visually examine DNA origami nanostructures. Our approach presents different abstracted visual representations of the nanostructures, various color schemes, and an ability to place several DNA nanostructures and proteins in one environment, thus allowing for the detailed analysis of complex assemblies. We also present two novel examination tools, the Magic Scale Lens and the DNA Untwister, that allow the experts to visually embed different representations into local regions to preserve the context and support detailed investigation. To showcase the capabilities of our solution, prototypes of novel nanodevices conceptualized by our collaborating experts, such as DNA-protein hybrid structures and DNA origami superstructures, are presented. Finally, the results of two rounds of evaluations are summarized. They demonstrate the advantages of our solution, especially for scenarios where current desktop tools are very limited, while also presenting possible future research directions.Fil: Kutak, David. Masaryk University; República ChecaFil: Selzer, Matias Nicolas. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca. Instituto de Ciencias e Ingeniería de la Computación; Argentina. Universidad Nacional del Sur. Departamento de Ciencias e Ingenieria de la Computacion. Laboratorio de Investigación y Desarrollo en Visualización yComputación Gráfica; ArgentinaFil: Byska, Jan. Masaryk University; República ChecaFil: Ganuza, María Luján. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - Bahía Blanca. Instituto de Ciencias e Ingeniería de la Computación; Argentina. Universidad Nacional del Sur. Departamento de Ciencias e Ingenieria de la Computacion. Laboratorio de Investigación y Desarrollo en Visualización yComputación Gráfica; ArgentinaFil: Barisic, Ivan. Austrian Institute of Technology; AustriaFil: Kozlikova, Barbora. Masaryk University; República ChecaFil: Miao, Haichao. Austrian Institute of Technology; Austri
Horizon Report 2009
El informe anual Horizon investiga, identifica y clasifica las tecnologías emergentes que los expertos que lo elaboran prevén tendrán un impacto en la enseñanza aprendizaje, la investigación y la producción creativa en el contexto educativo de la enseñanza superior. También estudia las tendencias clave que permiten prever el uso que se hará de las mismas y los retos que ellos suponen para las aulas. Cada edición identifica seis tecnologías o prácticas. Dos cuyo uso se prevé emergerá en un futuro inmediato (un año o menos) dos que emergerán a medio plazo (en dos o tres años) y dos previstas a más largo plazo (5 años)
Methods, data and tools for facilitating a 3D cultural heritage space
In recent years, the cultural heritage (CH) sector has experienced a rapid evolution due to the introduction of increasingly powerful digital technologies and ICT (Information and Communication Technologies) solutions. As for many other domains, digital data, Artificial Intelligence (AI), and Extended Reality (XR) are opening up extraordinary opportunities for expanding heritage knowledge capabilities while boosting the research on innovative solutions for its valorisation and preservation. Being aware of the fundamental and strategic role of CH in the history and identity of the European countries, the European Commission has assumed a central role in fuelling the policy debate and putting together stakeholders to take a step forward in CH digitization and use, primarily through initiatives, programs, and recommendations. Within this framework, the ongoing European 5DCulture project (https://www.5dculture.eu/) has been funded to enrich the offer of 3D CH digital assets in the common European Data Space for Cultural Heritage by creating high-quality 3D contents and to foster their re-use in several sectors, from tourism to education. Through 8 re-use scenarios around historic buildings and cityscapes, archaeology, and fashion, the project aims to deliver a set of digital tools and increase the capacity of CH institutions to more effectively re-use their 3D digital assets
Silvan: An Immersive Software for Visualization and Mensuration of 3D LiDAR Point Clouds
Light Detection and Ranging (LiDAR) point clouds, data representations composed of a collectionof 3D positioned points each with location and intensity data embedded, have numerous applications particularly in the fields of Forestry, Environmental Science, and Remote Sensing. This thesis
introduces Silvan, an immersive forestry research software designed for point cloud visualization,
segmentation, and mensuration. The main design goals of Silvan are to provide an immersive 3D
environment for research in Forestry and Remote Sensing and to provide a mensuration and visualization pipeline for extracting tree metrics including coordinates, tree height, diameter at breast
height (DBH), height to live crown, and crown spread. This thesis surveys the current state of research in immersive software for analyzing and visualizing 3D point clouds and focuses on discussing
the software implementation details of Silvan and how each feature addresses a limitation of current
tree mensuration techniques. This thesis then describes an experimental methodology for gathering
and analyzing user feedback and discusses the experimental feedback before finally concluding with
discussion of future extensions of Silvan
Interactive 3D architectural visualization with semantics in web browers
This paper focuses on rendering, and access to visual and descriptive information about the digital architectural models on the Web. It was proposed to reach these contents with a help of deep linking, which allows to access to different views and descriptions from both the internal navigation system or from the browser, or search engine. Along with the HTML5 and WebGL it allows updating the link during the exploration of a virtual model, and remembers to re-use. Although all the methods were tested on architecture's models, it can be used in other interactive 3D applications
Reducing the Barrier to Entry of Complex Robotic Software: a MoveIt! Case Study
Developing robot agnostic software frameworks involves synthesizing the
disparate fields of robotic theory and software engineering while
simultaneously accounting for a large variability in hardware designs and
control paradigms. As the capabilities of robotic software frameworks increase,
the setup difficulty and learning curve for new users also increase. If the
entry barriers for configuring and using the software on robots is too high,
even the most powerful of frameworks are useless. A growing need exists in
robotic software engineering to aid users in getting started with, and
customizing, the software framework as necessary for particular robotic
applications. In this paper a case study is presented for the best practices
found for lowering the barrier of entry in the MoveIt! framework, an
open-source tool for mobile manipulation in ROS, that allows users to 1)
quickly get basic motion planning functionality with minimal initial setup, 2)
automate its configuration and optimization, and 3) easily customize its
components. A graphical interface that assists the user in configuring MoveIt!
is the cornerstone of our approach, coupled with the use of an existing
standardized robot model for input, automatically generated robot-specific
configuration files, and a plugin-based architecture for extensibility. These
best practices are summarized into a set of barrier to entry design principles
applicable to other robotic software. The approaches for lowering the entry
barrier are evaluated by usage statistics, a user survey, and compared against
our design objectives for their effectiveness to users
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An investigation on the framework of dressing virtual humans
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.Realistic human models are widely used in variety of applications. Much research has been carried out on improving realism of virtual humans from various aspects, such as body shapes, hair, and facial expressions and so on. In most occasions, these virtual humans need to wear garments. However, it is time-consuming and tedious to dress a human model using current software packages [Maya2004]. Several methods for dressing virtual humans have been proposed recently [Bourguignon2001, Turquin2004, Turquin2007 and Wang2003B]. The method proposed by Bourguignon et al [Bourguignon2001] can only generate 3D garment contour instead of 3D surface. The method presented by Turquin et al. [Turquin2004, Turquin2007] could generate various kinds of garments from sketches but their garments followed the shape of the body and the side of a garment looked not convincing because of using simple linear interpolation. The method proposed by Wang et al. [Wang2003B] lacked interactivity from users, so users had very limited control on the garment shape.This thesis proposes a framework for dressing virtual humans to obtain convincing dressing results, which overcomes problems existing in previous papers mentioned above by using nonlinear interpolation, level set-based shape modification, feature constraints and so on. Human models used in this thesis are reconstructed from real human body data obtained using a body scanning system. Semantic information is then extracted from human models to assist in generation of 3 dimensional (3D) garments. The proposed framework allows users to dress virtual humans using garment patterns and sketches. The proposed dressing method is based on semantic virtual humans. A semantic human model is a human body with semantic information represented by certain of structure and body features. The semantic human body is reconstructed from body scanned data from a real human body. After segmenting the human model into six parts some key features are extracted. These key features are used as constraints for garment construction.Simple 3D garment patterns are generated using the techniques of sweep and offset. To dress a virtual human, users just choose a garment pattern, which is put on the human body at the default position with a default size automatically. Users are allowed to change simple parameters to specify some sizes of a garment by sketching the desired position on the human body.To enable users to dress virtual humans by their own design styles in an intuitive way, this thesis proposes an approach for garment generation from user-drawn sketches. Users can directly draw sketches around reconstructed human bodies and then generates 3D garments based on user-drawn strokes. Some techniques for generating 3D garments and dressing virtual humans are proposed. The specific focus of the research lies in generation of 3D geometric garments, garment shape modification, local shape modification, garment surface processing and decoration creation. A sketch-based interface has been developed allowing users to draw garment contour representing the front-view shape of a garment, and the system can generate a 3D geometric garment surface accordingly. To improve realism of a garment surface, this thesis presents three methods as follows. Firstly, the procedure of garment vertices generation takes key body features as constraints. Secondly, an optimisation algorithm is carried out after generation of garment vertices to optimise positions of garment vertices. Finally, some mesh processing schemes are applied to further process the garment surface. Then, an elaborate 3D geometric garment surface can be obtained through this series of processing. Finally, this thesis proposes some modification and editing methods. The user-drawn sketches are processed into spline curves, which allow users to modify the existing garment shape by dragging the control points into desired positions. This makes it easy for users to obtain a more satisfactory garment shape compared with the existing one. Three decoration tools including a 3D pen, a brush and an embroidery tool, are provided letting users decorate the garment surface by adding some small 3D details such as brand names, symbols and so on. The prototype of the framework is developed using Microsoft Visual Studio C++,OpenGL and GPU programming
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