2,410 research outputs found

    Ontology of a scene based on Java 3D architecture

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    The present article seeks to make an approach to the class hierarchy of a scene built with the architecture Java 3D, to develop an ontology of a scene as from the semantic essential components for the semantic structuring of the Web3D. Java was selected because the language recommended by the W3C Consortium for the Development of the Web3D oriented applications as from X3D standard is Xj3D which compositionof their Schemas is based the architecture of Java3D In first instance identifies the domain and scope of the ontology, defining classes and subclasses that comprise from Java3D architecture and the essential elements of a scene, as its point of origin, the field of rotation, translation The limitation of the scene and the definition of shaders, then define the slots that are declared in RDF as a framework for describing the properties of the classes established from identifying the domain and range of each class, then develops composition of the OWL ontology on SWOOP Finally, be perform instantiations of the ontology building for a Iconosphere object as from class expressions defined

    Integration of environmental data in BIM tool & linked building data

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    Environmental assessment is a critical need to ensure building sustainability. In order to enhance the sustainability of building, involved actors should be able to access and share not only information about the building but also data about products and especially their environmental assessment. Among several approaches that have been proposed to achieve that, semantic web technologies stand out from the crowd by their capabilities to share data and enhance interoperability in between the most heterogeneous systems. This paper presents the implementation of a method in which semantic web technologies and particularly Linked Data have been combined with Building Information Modelling (BIM) tools to foster building sustainability by introducing products with their environmental assessment in building data during the modelling phase. Based on Linked Building Data (LBD) vocabularies and environmental data, several ontologies have been generated in order to make both of them available as Resource Description Framework (RDF) graphs. A database access plugin has been developed and installed in a BIM tool. In that way, the LBD generated from the BIM tool contains, for each product a reference to its environmental assessment which is contained in a triplestore

    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications

    TREE-D-SEEK: A Framework for Retrieving Three-Dimensional Scenes

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    In this dissertation, a strategy and framework for retrieving 3D scenes is proposed. The strategy is to retrieve 3D scenes based on a unified approach for indexing content from disparate information sources and information levels. The TREE-D-SEEK framework implements the proposed strategy for retrieving 3D scenes and is capable of indexing content from a variety of corpora at distinct information levels. A semantic annotation model for indexing 3D scenes in the TREE-D-SEEK framework is also proposed. The semantic annotation model is based on an ontology for rapid prototyping of 3D virtual worlds. With ongoing improvements in computer hardware and 3D technology, the cost associated with the acquisition, production and deployment of 3D scenes is decreasing. As a consequence, there is a need for efficient 3D retrieval systems for the increasing number of 3D scenes in corpora. An efficient 3D retrieval system provides several benefits such as enhanced sharing and reuse of 3D scenes and 3D content. Existing 3D retrieval systems are closed systems and provide search solutions based on a predefined set of indexing and matching algorithms Existing 3D search systems and search solutions cannot be customized for specific requirements, type of information source and information level. In this research, TREE-D-SEEK—an open, extensible framework for retrieving 3D scenes—is proposed. The TREE-D-SEEK framework is capable of retrieving 3D scenes based on indexing low level content to high-level semantic metadata. The TREE-D-SEEK framework is discussed from a software architecture perspective. The architecture is based on a common process flow derived from indexing disparate information sources. Several indexing and matching algorithms are implemented. Experiments are conducted to evaluate the usability and performance of the framework. Retrieval performance of the framework is evaluated using benchmarks and manually collected corpora. A generic, semantic annotation model is proposed for indexing a 3D scene. The primary objective of using the semantic annotation model in the TREE-D-SEEK framework is to improve retrieval relevance and to support richer queries within a 3D scene. The semantic annotation model is driven by an ontology. The ontology is derived from a 3D rapid prototyping framework. The TREE-D-SEEK framework supports querying by example, keyword based and semantic annotation based query types for retrieving 3D scenes

    IC-Service: A Service-Oriented Approach to the Development of Recommendation Systems

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    Recommendation systems have proven to be useful in various application domains. However, current solutions are usually ad-hoc systems which are tightly-coupled with the application domain. We present the IC-Service, a recommendation service that can be included in any system in a loosely coupled way. The implementation follows the principles of service oriented computing and provides a solution to various problems arising in recommendation systems, e.g. to the problem of meta-recommendation systems development. Moreover, when properly configured, the IC-Service can be used by different applications (clients), and several independent instances of the IC-Service can collaborate to produce better recommendations. Service architecture and communication protocols are presented. The paper describes also ongoing work and applications based on the IC-Service

    Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)

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    This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio

    Declarative modeling based on knowledge

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    Les nouvelles technologies de l'image 3D permettent la crĂ©ation de mondes virtuels et des crĂ©atures qui les peuplent avec un tel niveau de dĂ©tails, que pour les effets spĂ©ciaux de cinĂ©ma, il est difficile de distinguer les Ă©lĂ©ments sont gĂ©nĂ©rĂ©s par ordinateur. Cependant, cette technologie est dans les mains habiles de designers, artistes et programmeurs, pour lesquels il faut des semaines Ă  plusieurs annĂ©es pour se former aux outils et obtenir ces rĂ©sultats. La ModĂ©lisation DĂ©clarative est une mĂ©thode qui permet de crĂ©er des modĂšles en fournissant les propriĂ©tĂ©s donnant la description des composants du modĂšle. AppliquĂ©e Ă  l’infographie, la modĂ©lisation dĂ©clarative est utilisĂ©e pour gĂ©nĂ©rer le monde virtuel, en dĂ©terminant le contexte nĂ©cessaire Ă  l'animation et Ă  la conception de la scĂšne, en calculant la position de chaque objet relativement aux relations spatiales, et en gĂ©nĂ©rant le rendu de la scĂšne, utilisĂ© par une systĂšme d'animation et de visualisation. Ce mĂ©moire prĂ©sente les travaux de recherche consacrĂ©s Ă  l'utilisation de la modĂ©lisation dĂ©clarative pour crĂ©er des environnements virtuels, en tirant partie des connaissances sur le contexte de la scĂšne. Les connaissances sont utilisĂ©es afin de faciliter la tĂąche de description, en automatisant ce qui peut ĂȘtre dĂ©duit, comme les usages et les fonctionnalitĂ©s habituelles. Elles sont Ă©galement fondamentales pour que le rĂ©sultat produit corresponde le mieux possible Ă  ce qui est attendu par le concepteur Ă  partir de la description fournie. Les connaissances sont enfin nĂ©cessaires pour faciliter la transition entre le modĂšle de donnĂ©es et l'architecture qui aura la charge d'animer et de faire Ă©voluer la scĂšne.Modern technology has allowed the creation and presentation or VirtualWorlds and creatures with such a high level of detail, that when used in movies, sometimes it is difficult to tell which elements arecomputer-generated and which not. Also, video-games had reached a level close to photographicrealism. However, such technology is at the hands of skillful designer, artists, and programmers, for whom ittakes from weeks to years to complete these results.Declarative modeling is a method which allows to create models specifying just a few properties for the model’s components. Applied to VW creation, declarative modeling can be used to construct theVW, establishing the layout for the objects, generating the necessary context to provide animation and scene design, and generate the outputs used by a visualization/animation system.This document present a research devoted to explore the use of declarative modeling to create VirtualEnvironments, using knowledge exploitation to support the process and ease the transition from the data model to an underlaying architecture which take the task of animating and evolving the scene

    Root system markup language: toward an unified root architecture description language

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    The number of image analysis tools supporting the extraction of architectural features of root systems has increased over the last years. These tools offer a handy set of complementary facilities, yet it is widely accepted that none of these software tool is able to extract in an efficient way growing array of static and dynamic features for different types of images and species. We describe the Root System Markup Language (RSML) that has been designed to overcome two major challenges: (i) to enable portability of root architecture data between different software tools in an easy and interoperable manner allowing seamless collaborative work, and (ii) to provide a standard format upon which to base central repositories which will soon arise following the expanding worldwide root phenotyping effort. RSML follows the XML standard to store 2D or 3D image metadata, plant and root properties and geometries, continuous functions along individual root paths and a suite of annotations at the image, plant or root scales, at one or several time points. Plant ontologies are used to describe botanical entities that are relevant at the scale of root system architecture. An xml-schema describes the features and constraints of RSML and open-source packages have been developed in several languages (R, Excel, Java, Python, C#) to enable researchers to integrate RSML files into popular research workflow
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