95 research outputs found

    COMPARISON OF CHARACTERISTICS OF BIM VISUALIZATION AND INTERACTIVE APPLICATION BASED ON WEBGL AND GAME ENGINE

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    How can we make the building information model accessible to all stakeholders on a project? An efficient approach is to access the building information model is to use the software that created the model. However, not all stakeholders will be able to use this highly specialized software—due to lack of training and expensive licences—even if some software specially developed a simplified version of the viewer to browse the model, however, it still failed to provide convenient access to these models for participants from a wide range of backgrounds. The current development of BIM model visualization and interactive applications is mainly based on two technologies: WebGL and game engines. What is the general workflow of WebGL and Game Engines supporting application development? What are their characteristics respectively? What conditions are restricted? There are no relevant academic papers to discuss and compare these two types of platforms. Therefore, this is the content of this essay. By comparing the workflow and characteristics of BIM visualization and interactive application development based on WebGL and Game Engine, it can provide a reference for heritage building managers when planning the development of relevant application tools and meet the participation needs of different stakeholders

    Human Body Scattering Effects at Millimeter Waves Frequencies for Future 5G Systems and Beyond

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    [ES] Se espera que las futuras comunicaciones móviles experimenten una revolución técnica que vaya más allá de las velocidades de datos de Gbps y reduzca las latencias de las velocidades de datos a niveles muy cercanos al milisegundo. Se han investigado nuevas tecnologías habilitadoras para lograr estas exigentes especificaciones. Y la utilización de las bandas de ondas milimétricas, donde hay mucho espectro disponible, es una de ellas. Debido a las numerosas dificultades técnicas asociadas a la utilización de esta banda de frecuencias, se necesitan complicados modelos de canal para anticipar las características del canal de radio y evaluar con precisión el rendimiento de los sistemas celulares en milimétricas. En concreto, los modelos de propagación más precisos son los basados en técnicas de trazado de rayos deterministas. Pero estas técnicas tienen el estigma de ser computacionalmente exigentes, y esto dificulta su uso para caracterizar el canal de radio en escenarios interiores complejos y dinámicos. La complejidad de la caracterización de estos escenarios depende en gran medida de la interacción del cuerpo humano con el entorno radioeléctrico, que en las ondas milimétricas suele ser destructiva y muy impredecible. Por otro lado, en los últimos años, la industria de los videojuegos ha desarrollado potentes herramientas para entornos hiperrealistas, donde la mayor parte de los avances en esta emulación de la realidad tienen que ver con el manejo de la luz. Así, los motores gráficos de estas plataformas se han vuelto cada vez más eficientes para manejar grandes volúmenes de información, por lo que son ideales para emular el comportamiento de la propagación de las ondas de radio, así como para reconstruir un escenario interior complejo. Por ello, en esta Tesis se ha aprovechado la capacidad computacional de este tipo de herramientas para evaluar el canal radioeléctrico milimétricas de la forma más eficiente posible. Esta Tesis ofrece unas pautas para optimizar la propagación de la señal en milimétricas en un entorno interior dinámico y complejo, para lo cual se proponen tres objetivos principales. El primer objetivo es evaluar los efectos de dispersión del cuerpo humano cuando interactúa con el canal de propagación. Una vez evaluado, se propuso un modelo matemático y geométrico simplificado para calcular este efecto de forma fiable y rápida. Otro objetivo fue el diseño de un reflector pasivo modular en milimétricas, que optimiza la cobertura en entornos de interior, evitando la interferencia del ser humano en la propagación. Y, por último, se diseñó un sistema de apuntamiento del haz predictivo en tiempo real, para que opere con el sistema de radiación en milimétricas, cuyo objetivo es evitar las pérdidas de propagación causadas por el cuerpo humano en entornos interiores dinámicos y complejos.[CA] S'espera que les futures comunicacions mòbils experimenten una revolució tècnica que vaja més enllà de les velocitats de dades de Gbps i reduïsca les latències de les velocitats de dades a nivells molt pròxims al milisegundo. S'han investigat noves tecnologies habilitadoras per a aconseguir estes exigents especificacions. I la utilització de les bandes d'ones millimètriques, on hi ha molt espectre disponible, és una d'elles. A causa de les nombroses dificultats tècniques associades a la utilització d'esta banda de freqüències, es necessiten complicats models de canal per a anticipar les característiques del canal de ràdio i avaluar amb precisió el rendiment dels sistemes cellulars en millimètriques. En concret, els models de propagació més precisos són els basats en tècniques de traçat de rajos deterministes. Però estes tècniques tenen l'estigma de ser computacionalment exigents, i açò dificulta el seu ús per a caracteritzar el canal de ràdio en escenaris interiors complexos i dinàmics. La complexitat de la caracterització d'estos escenaris depén en gran manera de la interacció del cos humà amb l'entorn radioelèctric, que en les ones millimètriques sol ser destructiva i molt impredicible. D'altra banda, en els últims anys, la indústria dels videojocs ha desenrotllat potents ferramentes per a entorns hiperrealistes, on la major part dels avanços en esta emulació de la realitat tenen a veure amb el maneig de la llum. Així, els motors gràfics d'estes plataformes s'han tornat cada vegada més eficients per a manejar grans volums d'informació, per la qual cosa són ideals per a emular el comportament de la propagació de les ones de ràdio, així com per a reconstruir un escenari interior complex. Per això, en esta Tesi s'ha aprofitat la capacitat computacional d'este tipus de ferramentes per a avaluar el canal radioelèctric millimètriques de la manera més eficient possible. Esta Tesi oferix unes pautes per a optimitzar la propagació del senyal en millimètriques en un entorn interior dinàmic i complex, per a la qual cosa es proposen tres objectius principals. El primer objectiu és avaluar els efectes de dispersió del cos humà quan interactua amb el canal de propagació. Una vegada avaluat, es va proposar un model matemàtic i geomètric simplificat per a calcular este efecte de forma fiable i ràpida. Un altre objectiu va ser el disseny d'un reflector passiu modular en millimètriques, que optimitza la cobertura en entorns d'interior, evitant la interferència del ser humà en la propagació, per a així evitar pèrdues de propagació addicionals. I, finalment, es va dissenyar un sistema d'apuntament del feix predictiu en temps real, perquè opere amb el sistema de radiació en millimètriques, l'objectiu del qual és evitar les pèrdues de propagació causades pel cos humà en entorns interiors dinàmics i complexos.[EN] Future mobile communications are expected to experience a technical revolution that goes beyond Gbps data rates and reduces data rate latencies to levels very close to a millisecond. New enabling technologies have been researched to achieve these demanding specifications. The utilization of mmWave bands, where a lot of spectrum is available, is one of them. Due to the numerous technical difficulties associated with using this frequency band, complicated channel models are necessary to anticipate the radio channel characteristics and to accurately evaluate the performance of cellular systems in mmWave. In particular, the most accurate propagation models are those based on deterministic ray tracing techniques. But these techniques have the stigma of being computationally intensive, and this makes it difficult to use them to characterize the radio channel in complex and dynamic indoor scenarios. The complexity of characterizing these scenarios depends largely on the interaction of the human body with the radio environment, which at mmWaves is often destructive and highly unpredictable. On the other hand, in recent years, the video game industry has developed powerful tools for hyper-realistic environments, where most of the progress in this reality emulation has to do with the handling of light. Therefore, the graphic engines of these platforms have become more and more efficient to handle large volumes of information, becoming ideal to emulate the radio wave propagation behavior, as well as to reconstruct a complex interior scenario. Therefore, in this Thesis one has taken advantage of the computational capacity of this type of tools to evaluate the mmWave radio channel in the most efficient way possible. This Thesis offers some guidelines to optimize the signal propagation in mmWaves in a dynamic and complex indoor environment, for which three main objectives are proposed. The first objective has been to evaluate the scattering effects of the human body when it interacts with the propagation channel. Once evaluated, a simplified mathematical and geometrical model has been proposed to calculate this effect in a reliable and fast way. Another objective has been the design of a modular passive reflector in mmWaves, which optimizes the coverage in indoor environments, avoiding human interference in the propagation, in order to avoid its harmful scattering effects. And finally, a real-time predictive beam steering system has been designed for the mmWaves radiation system, in order to avoid propagation losses caused by the human body in dynamic and complex indoor environments.Romero Peña, JS. (2022). Human Body Scattering Effects at Millimeter Waves Frequencies for Future 5G Systems and Beyond [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/19132

    Development of Application Based on Augmented Reality as A Learning of History and Culture in Architecture Case Study Pathok Negoro Mosques Yogyakarta

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    Pathok Negoro Mosques is an architectural masterpiece. These mosques are part of history in forming Yogyakarta. The existence of the Sultan’s Ngayogyakarta Palace is inseparable from the Pathok Negoro Mosques building. These mosques also have a function as a defensive system of the Islamic kingdom in Yogyakarta. Arguably, the current generation is getting deprived of the intellectual heritage of culture and history. The history and culture of the Pathok Negoro Mosques will be the content of this research. This research aims to develop an interactive application for learning the history and culture of architecture based on augmented reality. Augmented reality applications developed using unity. This research is proposed to be carried out in 2 stages. The first stage is related to the collection of the historical and cultural context of the mosque. The second stage is the development of an AR application for Android mobile devices. The reference data was made into the AR application with several methods, such as plane detection and image tracking. The research managed to develop a mobile augmented reality application in Unity3D 2018.3.14f1 for android devices that consists of the narrative recorded voice of brief history and culture the Pathok Negoro Mosques. The app also shows a well-ordered animation of building structure such as roof, roof insulation, roof structure and column of Pathok Negoro Mosques. Moreover, the research showed a clear step and issue of making an augmented reality app as learning of history and culture of Pathok Negoro Mosque

    Digital Twins in Industry

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    Digital Twins in Industry is a compilation of works by authors with specific emphasis on industrial applications. Much of the research on digital twins has been conducted by the academia in both theoretical considerations and laboratory-based prototypes. Industry, while taking the lead on larger scale implementations of Digital Twins (DT) using sophisticated software, is concentrating on dedicated solutions that are not within the reach of the average-sized industries. This book covers 11 chapters of various implementations of DT. It provides an insight for companies who are contemplating the adaption of the DT technology, as well as researchers and senior students in exploring the potential of DT and its associated technologies

    Haptics: Science, Technology, Applications

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    This open access book constitutes the proceedings of the 13th International Conference on Human Haptic Sensing and Touch Enabled Computer Applications, EuroHaptics 2022, held in Hamburg, Germany, in May 2022. The 36 regular papers included in this book were carefully reviewed and selected from 129 submissions. They were organized in topical sections as follows: haptic science; haptic technology; and haptic applications

    Beyond Spectacle : parametric design to life in space

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    In recent years, with the help of rapid computational developments, Parametric Design has become common in architectural practice. Parametric architecture, due to its unique appearance, has rapidly been associated with certain aesthetic trends. This is mostly because architects initially adopted it to make radical forms, not because parametric techniques demand any specific geometry. For the Chanel Mobile Art Pavilion by Zaha Hadid Architects, the team built a dynamic and fluid structure using parametric techniques. The form evolved from the spiraling shapes found in nature, and the fluid geometry provides a continuum of space and a system of logic. As a mobile pavilion, it is made of a succession of reduced arched segments, in order to provide easy transportation. In addition to the spectacle to behold, this demonstrates what else parametric design can achieve, and how parametric architecture has the potential to change. Addressing this topic through an exhibition will give visitors a clear view of parametric architecture, which consists of form making by simulating algorithms and morphogenesis, then fabrication schemes, then translating the intellectual and physical into the sensual. By using the computer to simulate natural and morphogenetic forms, then controlling the design and fabrication process of the pavilion exhibition through adjustment of the parameters, visitors will witness parametric design in action. The narrative space can be automatically generated and modeled by algorithms. In addition to the form, parametric design can produce a low technology fabrication scheme, which is convenient for manufacturing, accurate, and efficient. These features will be all presented in the pavilion

    3D Reality-Based Survey and Retopology for Structural Analysis of Cultural Heritage

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    Cultural heritage’s structural changes and damages can influence the mechanical behaviour of artefacts and buildings. The use of finite element methods (FEM) for mechanical analysis is largely used in modelling stress behaviour. The workflow involves the use of CAD 3D models and the use of non-uniform rational B-spline (NURBS) surfaces. For cultural heritage objects, altered by the time elapsed since their creation, the representation created with the CAD model may introduce an extreme level of approximation, leading to wrong simulation results. The focus of this work is to present an alternative method intending to generate the most accurate 3D representation of a real artefact from highly accurate 3D reality-based models, simplifying the original models to make them suitable for finite element analysis (FEA) software. The approach proposed, and tested on three different case studies, was based on the intelligent use of retopology procedures to create a simplified model to be converted to a mathematical one made by NURBS surfaces, which is also suitable for being processed by volumetric meshes typically embedded in standard FEM packages. This allowed us to obtain FEA results that were closer to the actual mechanical behaviour of the analysed heritage asset

    Description assistée d'un environnement intelligent en réalité augmentée

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    Les technologies d'assistance modernes offrent d'augmenter, de maintenir ou d'améliorer les capacités fonctionnelles d'une personne avec incapacités. Parmi ces technologies, les environnements intelligents favorisent effectivement le maintien à domicile des personnes âgées. Pourtant, les taux d'abandon des technologies d'assistance sont aujourd'hui élevés. L'absence d'inclusion de l'utilisateur dans la construction et la personnalisation de ces technologies est fortement pointée du doigt par la littérature. Un système fait soi-même (Do-it-Yourself) centré sur le partage et où l'utilisateur conçoit lui-même son assistance est donc à privilégier. Cette thèse s'intéresse à développer les interactions entre l'humain et l'intelligence artificielle pour la description assistée d'environnements intelligents personnalisés selon les habitudes du résident. Le but est de déterminer les interfaces et le langage à adopter pour favoriser l'échange entre un descripteur humain, expert des besoins du résident, et une intelligence artificielle, experte des environnements intelligents. Les habitudes que le descripteur doit transmettre au système d'assistance sont spatialisées par définition, elles prennent place à des endroits spécifiques de l'environnement, avec des objets spécifiques de cet environnement et à des moments précis. La réalité augmentée s'inscrit ainsi parfaitement dans cette approche puisqu'elle permet d'ancrer dans le monde réel les éléments virtuels représentant l'environnement et les habitudes dans celui-ci. Les habitudes que le descripteur détaille sont également spécifiques à la façon de faire du résident tandis que les connaissances des environnements intelligents de l'intelligence artificielle proposée sont davantage génériques. Aussi, un langage compréhensible par l'humain et assez puissant pour représenter à la fois ces concepts spécifiques et génériques est nécessaire. Les ontologies, base de données sémantiques, répondent à ces besoins grâce à leur représentation textuelle et au raisonnement ontologique qui permet de définir le niveau d'abstraction adéquat pour l'échange. En combinant la réalité augmentée à la sémantique, le conseiller virtuel de description assistée des environnements intelligents présenté dans cette thèse accompagne le descripteur dans la spécification des habitudes du résident. De plus, en agrégeant l'expérience acquise avec l'ensemble des descriptions précédentes, ce conseiller fournit des conseils en temps-réel pour favoriser l'idéation. Ce conseiller virtuel a été testé auprès d'experts et de proches aidants. Les résultats obtenus confirment que le conseiller virtuel proposé permet la description de l'environnement et des activités, notamment grâce à ses interactions intuitives et naturelles. Les habitudes numérisées avec le conseiller virtuel pourraient à terme permettre à l'environnement intelligent de mieux comprendre les besoins de son résident et de s'y adapter

    Augmented reality in architecture and construction education: state of the field and opportunities

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    Over the past decade, the architecture and construction (AC) industries have been evolving from traditional practices into more current, interdisciplinary and technology integrated methods. Complex and intricate digital technologies and mobile computing such as simulation, computational design and immersive technologies, have been exploited for different purposes such as reducing cost and time, improving design and enhancing overall project efficiency. Immersive technologies and augmented reality (AR), in particular, have proven to be extremely beneficial in this field. However, the application and usage of these technologies and devices in higher education teaching and learning environments are yet to be fully explored and still scarce. More importantly, there is still a significant gap in developing pedagogies and teaching methods that embrace the usage of such technologies in the AC curricula. This study, therefore, aims to critically analyse the current state-of-the-art and present the developed and improved AR approaches in teaching and learning methods of AC, addressing the identified gap in the extant literature, while developing transformational frameworks to link the gaps to their future research agenda. The conducted analysis incorporates the critical role of the AR implications on the AC students’ skillsets, pedagogical philosophies in AC curricula, techno-educational aspects and content domains in the design and implementation of AR environments for AC learning. The outcomes of this comprehensive study prepare trainers, instructors, and the future generation of AC workers for the rapid advancements in this industry

    Development of Application Based on Augmented Reality as A Learning Of History and Culture In Architecture Case Study Pathok Negoro Mosques Yogyakarta

    Get PDF
    Pathok Negoro Mosques is an architectural masterpiece. These mosques are part of history in forming Yogyakarta. The existence of the Sultan’s Ngayogyakarta Palace is inseparable from the Pathok Negoro Mosques building. These mosques also have a function as a defensive system of the Islamic kingdom in Yogyakarta. Arguably, the current generation is getting deprived of the intellectual heritage of culture and history. The history and culture of the Pathok Negoro Mosques will be the content of this research. This research aims to develop an interactive application for learning history and culture of architecture based on augmented reality. Augmented reality applications developed using unity. This research proposed to be carried out in 2 stages. The first stage is related to the collection of the historical and cultural context of the mosque. The second stage is the development of an AR application for Android mobile devices. The reference data made into the AR application with several methods, such as plane detection and image tracking. The research showed a clear step of making an augmented reality as learning of history and culture of Pathok Negoro Mosques
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