386 research outputs found

    Open reWall: Survey-to-production workflow for building renovation

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    A reabilitação de espaços interiores, num contexto de personalização em série, requer uma mudança na forma como os sistemas construtivos são desenhados, construídos e reutilizados. Recorrendo a plataformas digitais para a participação os arquitetos, em colaboração com outros atores na indústria AEC, podem desenvolver e oferecer soluções personalizadas e desmontáveis a utilizadores genéricos. Esta investigação propõe o uso de sistemas de construção personalizada em série (CPS) para fornecer sistemas de divisórias desmontáveis fabricadas digitalmente usando metodologias do levantamento à produção ligadas a configuradores online, em que os utilizadores co-projetam soluções para a reabilitação de espaços interiores. A metodologia de investigação socorre-se de pesquisa e análise teórica para definir critérios e objetivos a serem explorados em resolução de problemas de projeto. A partir destas experiências são sintetizados princípios e uma metodologia para a conceção de sistemas CPS de sistemas de divisórias personalizáveis e desmontáveis para a reabilitação. A metodologia clarifica os papeis dos atores, passos, e arquitetura do sistema para implementar um sistema CPS do levantamento à produção. A investigação demonstra que a metodologia de levantamento proposta é utilizável por utilizadores especialistas e não-especialistas, com os últimos a apresentarem em média melhores resultados, e que estes levantamentos têm precisão suficiente para processos do desenho à produção. Também se demonstra que a metodologia do levantamento à produção, a gramática genérica, e os critérios são úteis para os arquitetos conceberem sistemas de divisórias desmontáveis e personalizáveis para sistemas CPS abertos.Building renovation of interior spaces, in the context of mass customization, requires a shift in how construction systems are designed, built, and reused. Leveraging digital frameworks for user participation, architects in collaboration with other stakeholders in the AEC industry may design anddeliver customized and disassemble-able solutions to generic end-users. The research proposes mass customization construction (MCC) systems can deliver cost-effective digitally fabricated and disassemble-able construction systems using survey-to-production workflows deployed in web configurators for end-users to co-design solutions in building renovation. The research methodology uses theoretical inquiry and analysis to define criteria and objectives to be explored in design problem solving. From these experiments generalizable principles and a lowkey workflow for the design of MCC systems of customizable and disassemble-able partition wall construction systems for open building renovation are synthetized. The workflow clarifies stakeholder roles, steps, and system architecture to implement an MCC system from survey to production. This investigation demonstrates the proposed survey workflow is usable by non-expert and expert instance-designers, with the former having on-average better results, and that these can survey spaces with sufficient precision for design-to-production workflows. It is also shown the survey-to-production workflow, the generic grammar, and criteria are useful for architects to design customizable and disassemble-able partition wall systems for open MCC systems

    Algorithms for fat objects : decompositions and applications

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    Computational geometry is the branch of theoretical computer science that deals with algorithms and data structures for geometric objects. The most basic geometric objects include points, lines, polygons, and polyhedra. Computational geometry has applications in many areas of computer science, including computer graphics, robotics, and geographic information systems. In many computational-geometry problems, the theoretical worst case is achieved by input that is in some way "unrealistic". This causes situations where the theoretical running time is not a good predictor of the running time in practice. In addition, algorithms must also be designed with the worst-case examples in mind, which causes them to be needlessly complicated. In recent years, realistic input models have been proposed in an attempt to deal with this problem. The usual form such solutions take is to limit some geometric property of the input to a constant. We examine a specific realistic input model in this thesis: the model where objects are restricted to be fat. Intuitively, objects that are more like a ball are more fat, and objects that are more like a long pole are less fat. We look at fat objects in the context of five different problems—two related to decompositions of input objects and three problems suggested by computer graphics. Decompositions of geometric objects are important because they are often used as a preliminary step in other algorithms, since many algorithms can only handle geometric objects that are convex and preferably of low complexity. The two main issues in developing decomposition algorithms are to keep the number of pieces produced by the decomposition small and to compute the decomposition quickly. The main question we address is the following: is it possible to obtain better decompositions for fat objects than for general objects, and/or is it possible to obtain decompositions quickly? These questions are also interesting because most research into fat objects has concerned objects that are convex. We begin by triangulating fat polygons. The problem of triangulating polygons—that is, partitioning them into triangles without adding any vertices—has been solved already, but the only linear-time algorithm is so complicated that it has never been implemented. We propose two algorithms for triangulating fat polygons in linear time that are much simpler. They make use of the observation that a small set of guards placed at points inside a (certain type of) fat polygon is sufficient to see the boundary of such a polygon. We then look at decompositions of fat polyhedra in three dimensions. We show that polyhedra can be decomposed into a linear number of convex pieces if certain fatness restrictions aremet. We also show that if these restrictions are notmet, a quadratic number of pieces may be needed. We also show that if we wish the output to be fat and convex, the restrictions must be much tighter. We then study three computational-geometry problems inspired by computer graphics. First, we study ray-shooting amidst fat objects from two perspectives. This is the problem of preprocessing data into a data structure that can answer which object is first hit by a query ray in a given direction from a given point. We present a new data structure for answering vertical ray-shooting queries—that is, queries where the ray’s direction is fixed—as well as a data structure for answering ray-shooting queries for rays with arbitrary direction. Both structures improve the best known results on these problems. Another problem that is studied in the field of computer graphics is the depth-order problem. We study it in the context of computational geometry. This is the problem of finding an ordering of the objects in the scene from "top" to "bottom", where one object is above the other if they share a point in the projection to the xy-plane and the first object has a higher z-value at that point. We give an algorithm for finding the depth order of a group of fat objects and an algorithm for verifying if a depth order of a group of fat objects is correct. The latter algorithm is useful because the former can return an incorrect order if the objects do not have a depth order (this can happen if the above/below relationship has a cycle in it). The first algorithm improves on the results previously known for fat objects; the second is the first algorithm for verifying depth orders of fat objects. The final problem that we study is the hidden-surface removal problem. In this problem, we wish to find and report the visible portions of a scene from a given viewpoint—this is called the visibility map. The main difficulty in this problem is to find an algorithm whose running time depends in part on the complexity of the output. For example, if all but one of the objects in the input scene are hidden behind one large object, then our algorithm should have a faster running time than if all of the objects are visible and have borders that overlap. We give such an algorithm that improves on the running time of previous algorithms for fat objects. Furthermore, our algorithm is able to handle curved objects and situations where the objects do not have a depth order—two features missing from most other algorithms that perform hidden surface removal

    3D Spatial Data Infrastructures for web-based Visualization

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    In this thesis, concepts for developing Spatial Data Infrastructures with an emphasis on visualizing 3D landscape and city models in distributed environments are discussed. Spatial Data Infrastructures are important for public authorities in order to perform tasks on a daily basis, and serve as research topic in geo-informatics. Joint initiatives at national and international level exist for harmonizing procedures and technologies. Interoperability is an important aspect in this context - as enabling technology for sharing, distributing, and connecting geospatial data and services. The Open Geospatial Consortium is the main driver for developing international standards in this sector and includes government agencies, universities and private companies in a consensus process. 3D city models are becoming increasingly popular not only in desktop Virtual Reality applications but also for being used in professional purposes by public authorities. Spatial Data Infrastructures focus so far on the storage and exchange of 3D building and elevation data. For efficient streaming and visualization of spatial 3D data in distributed network environments such as the internet, concepts from the area of real time 3D Computer Graphics must be applied and combined with Geographic Information Systems (GIS). For example, scene graph data structures are commonly used for creating complex and dynamic 3D environments for computer games and Virtual Reality applications, but have not been introduced in GIS so far. In this thesis, several aspects of how to create interoperable and service-based environments for 3D spatial data are addressed. These aspects are covered by publications in journals and conference proceedings. The introductory chapter provides a logic succession from geometrical operations for processing raw data, to data integration patterns, to system designs of single components, to service interface descriptions and workflows, and finally to an architecture of a complete distributed service network. Digital Elevation Models are very important in 3D geo-visualization systems. Data structures, methods and processes are described for making them available in service based infrastructures. A specific mesh reduction method is used for generating lower levels of detail from very large point data sets. An integration technique is presented that allows the combination with 2D GIS data such as roads and land use areas. This approach allows using another optimization technique that greatly improves the usability for immersive 3D applications such as pedestrian navigation: flattening road and water surfaces. It is a geometric operation, which uses data structures and algorithms found in numerical simulation software implementing Finite Element Methods. 3D Routing is presented as a typical application scenario for detailed 3D city models. Specific problems such as bridges, overpasses and multilevel networks are addressed and possible solutions described. The integration of routing capabilities in service infrastructures can be accomplished with standards of the Open Geospatial Consortium. An additional service is described for creating 3D networks and for generating 3D routes on the fly. Visualization of indoor routes requires different representation techniques. As server interface for providing access to all 3D data, the Web 3D Service has been used and further developed. Integrating and handling scene graph data is described in order to create rich virtual environments. Coordinate transformations of scene graphs are described in detail, which is an important aspect for ensuring interoperability between systems using different spatial reference systems. The Web 3D Service plays a central part in nearly all experiments that have been carried out. It does not only provide the means for interactive web-visualizations, but also for performing further analyses, accessing detailed feature information, and for automatic content discovery. OpenStreetMap and other worldwide available datasets are used for developing a complete architecture demonstrating the scalability of 3D Spatial Data Infrastructures. Its suitability for creating 3D city models is analyzed, according to requirements set by international standards. A full virtual globe system has been developed based on OpenStreetMap including data processing, database storage, web streaming and a visualization client. Results are discussed and compared to similar approaches within geo-informatics research, clarifying in which application scenarios and under which requirements the approaches in this thesis can be applied

    Enabling the Development and Implementation of Digital Twins : Proceedings of the 20th International Conference on Construction Applications of Virtual Reality

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    Welcome to the 20th International Conference on Construction Applications of Virtual Reality (CONVR 2020). This year we are meeting on-line due to the current Coronavirus pandemic. The overarching theme for CONVR2020 is "Enabling the development and implementation of Digital Twins". CONVR is one of the world-leading conferences in the areas of virtual reality, augmented reality and building information modelling. Each year, more than 100 participants from all around the globe meet to discuss and exchange the latest developments and applications of virtual technologies in the architectural, engineering, construction and operation industry (AECO). The conference is also known for having a unique blend of participants from both academia and industry. This year, with all the difficulties of replicating a real face to face meetings, we are carefully planning the conference to ensure that all participants have a perfect experience. We have a group of leading keynote speakers from industry and academia who are covering up to date hot topics and are enthusiastic and keen to share their knowledge with you. CONVR participants are very loyal to the conference and have attended most of the editions over the last eighteen editions. This year we are welcoming numerous first timers and we aim to help them make the most of the conference by introducing them to other participants

    Extraction of routing relevant geodata using telemetry sensor data of agricultural vehicles

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    The mechanization of processes in agriculture is growing within the last hundred years. Within the last decades, the information technology in this sector constantly grew and data is one of the key factors for process optimization. For planning and execution of logistic processes and harvest campaigns, road maps and field geometries are essential to guide the large vehicles to their work places and to optimize harvest chains. Through nowadays available telemetry data of these vehicles, a new data source generates new opportunities. Mining geographic data from these movement data, that can improve agricultural work processes is one of the main objectives of this thesis. As a first step, data cleaning processes, and further preprocessing steps are shown. With classification algorithms, the continuous movement data will be separated into different work processes. Based on this data, algorithms to generate geographic geographic features, such as field boundaries have been analyzed and improved. As quality metric to compare the results, the Jaccard-Distance has been established. With the classified road representing measurements, the rural road networks were created and the results of different algorithmic approaches have been compared. The usability of volunteered geographic information to route the heterogeneous set of agricultural vehicles is shown in a third step. Due to the fact, that routes for e.g. harvesters are not ending at the field boundary, solutions for infield route graph generation have been given. The presented components provide the content and the services within a framework structure. The concluding prototype, a web based routing system demonstrates the interaction of all components and provides a consecutive routing from farm to field and within the field

    EXTENDING ORIGAMI TECHNIQUE TO FOLD FORMING OF SHEET METAL PRODUCTS

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    This dissertation presents a scientific based approach for the analysis of folded sheet metal products. Such analysis initializes the examination in terms of topological exploration using set of graph modeling and traversal algorithms. The geometrical validity and optimization are followed by utilizing boundary representation and overlapping detection during a geometrical analysis stage, in this phase the optimization metrics are established to evaluate the unfolded sheet metal design in terms of its manufacturability and cost parameters, such as nesting efficiency, total welding cost, bend lines orientation, and maximum part extent, which aides in handling purposes. The proposed approach evaluates the design in terms of the stressed-based behavior to indicate initial stress performance by utilizing a structural matrix analysis while developing modification factors for the stiffness matrix to cope with the stress-based differences of the diverse flat pattern designs. The outcome from the stressed-based ranking study is mainly the axial stresses as exerted on each element of folded geometry; this knowledge leads to initial optimizing the flat pattern in terms of its stress-based behavior. Furthermore, the sheet folding can also find application in composites manufacturing. Thus, this dissertation optimizes fiber orientation based on the elasticity theory principles, and the best fiber alignment for a flat pattern is determined under certain stresses along with the peel shear on adhesively bonded edges. This study also explores the implementation of the fold forming process within the automotive production lines. This is done using a tool that adopts Quality Function Deployment (QFD) principle and Analytical Hierarchy Process (AHP) methodology to structure the reasoning logic for design decisions. Moreover, the proposed tool accumulates all the knowledge for specific production line and parts design inside an interactive knowledge base. Thus, the system is knowledge-based oriented and exhibits the ability to address design problems as changes occur to the product or the manufacturing process options. Additionally, this technique offers two knowledge bases; the first holds the production requirements and their correlations to essential process attributes, while the second contains available manufacturing processes options and their characteristics to satisfy the needs to fabricate Body in White (BiW) panels. Lastly, the dissertation showcases the developed tools and mathematics using several case studies to verify the developed system\u27s functionality and merits. The results demonstrate the feasibility of the developed methodology in designing sheet metal products via folding

    Indoor Localization Based on Wireless Sensor Networks

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    Indoor localization techniques based on wireless sensor networks (WSNs) have been increasingly used in various applications such as factory automation, intelligent building, facility management, security, and health care. However, existing localization techniques cannot meet the accuracy requirement of many applications. Meanwhile, some localization algorithms are affected by environmental conditions and cannot be directly used in an indoor environment. Cost is another limitation of the existing localization algorithms. This thesis is to address those issues of indoor localization through a new Sensing Displacement (SD) approach. It consists of four major parts: platform design, SD algorithm development, SD algorithm improvement, and evaluation. Platform design includes hardware design and software design. Hardware design is the foundation for the system, which consists of the motion sensors embedded on mobile nodes and WSN design. Motion sensors are used to collect motion information for the localizing objects. A WSN is designed according to the characteristics of an indoor scenario. A Cloud Computing based system architecture is developed to support the software design of the proposed system. In order to address the special issues in an indoor environment, a new Sensing Displacement algorithm is developed, which estimates displacement of a node based on the motion information from the sensors embedded on the node. The sensor assembly consists of acceleration sensors and gyroscope sensors, separately sensing the acceleration and angular velocity of the localizing object. The first SD algorithm is designed in a way to be used in a 2-D localization demo to validate the proposal. A detailed analysis of the results of 2-D SD algorithm reveals that there are two critical issues (sensor’s noise and cumulative error) affecting the measurement results. Therefore a low-pass filter and a modified Kalman filter are introduced to solve the issue of sensor’s noises. An inertia tensor factor is introduced to address the cumulative error in a 3-D SD algorithm. Finally, the proposed SD algorithm is evaluated against the commercial AeroScout (WiFi-RFID) system and the ZigBee based Fingerprint algorithm

    Advanced Location-Based Technologies and Services

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    Since the publication of the first edition in 2004, advances in mobile devices, positioning sensors, WiFi fingerprinting, and wireless communications, among others, have paved the way for developing new and advanced location-based services (LBSs). This second edition provides up-to-date information on LBSs, including WiFi fingerprinting, mobile computing, geospatial clouds, geospatial data mining, location privacy, and location-based social networking. It also includes new chapters on application areas such as LBSs for public health, indoor navigation, and advertising. In addition, the chapter on remote sensing has been revised to address advancements
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