3,069 research outputs found

    Three Dimensional Visualization of Fire Spreading Over Forest Landscapes

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    Previous studies in fire visualization have required high end computer hardware and specialized technical skills. This study demonstrated fire visualization is possible using Visual Nature Studio and standard computer hardware. Elevation and vegetation data were used to create a representation of the New Jersey pine barren environment and a forest compartment within Hobcaw Barony. Photographic images were edited to use as image object models for forest vegetation. The FARSITE fire behavioral model was used to model a fire typical of that area. Output from FARSITE was used to visualize the fire with tree models edited to simulate burning and flame models. Both static and animated views of the fire spread and effects were visualized. The two visualization methods were compared for advantages and disadvantages. VNS visualizations were more realistic, including many effects such as ground textures, lighting, user made models, and atmospheric effects. However the program had higher hardware requirements and sometimes rendered images slowly. ArcScene had lower hardware requirements and produced visualizations with real time movement. The resulting images lacked many of the effects found in VNS and were more simplistic looking

    Development of Learning Objectives for an Undergraduate Computer-Aided Drafting and Design Animation Using the Delphi Technique

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    This study reflects on learning objectives created for an advanced computer aided drafting (CAD) learning module(s) or course with the emphasis on simulation and engineering animations. These objectives were derived by using the Delphi technique by access the support of a panel of subject matter experts (SME) from academia and industry that are interested in CAD. The results of this study are intended for the use of creating instructional modules for undergraduate studies. A panel of experts were chosen through an electronic listserv of engineering and technology supporters. Two rounds of two different Delphi survey instruments were utilized to complete a comprehensive list of necessary and extremely necessary learning objectives. Through the various instruments the necessary learning objectives were derived to help formulate the building blocks for learning module(s)

    The Computer Graphics Scene in the United States

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    We briefly survey the major thrusts of computer graphics activities, examining trends and topics rather than offering a comprehensive survey of all that is happening. The directions of professional activities, hardware, software, and algorithms are outlined. Within hardware we examine workstations, personal graphics systems, high performance systems, and low level VLSI chips; within software, standards and interactive system design; within algorithms, visible surface rendering and shading, three-dimensional modeling techniques, and animation. Note: This paper was presented at Eurographics\u2784 in Copenhagen, Denmark

    Army-NASA aircrew/aircraft integration program (A3I) software detailed design document, phase 3

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    The capabilities and design approach of the MIDAS (Man-machine Integration Design and Analysis System) computer-aided engineering (CAE) workstation under development by the Army-NASA Aircrew/Aircraft Integration Program is detailed. This workstation uses graphic, symbolic, and numeric prototyping tools and human performance models as part of an integrated design/analysis environment for crewstation human engineering. Developed incrementally, the requirements and design for Phase 3 (Dec. 1987 to Jun. 1989) are described. Software tools/models developed or significantly modified during this phase included: an interactive 3-D graphic cockpit design editor; multiple-perspective graphic views to observe simulation scenarios; symbolic methods to model the mission decomposition, equipment functions, pilot tasking and loading, as well as control the simulation; a 3-D dynamic anthropometric model; an intermachine communications package; and a training assessment component. These components were successfully used during Phase 3 to demonstrate the complex interactions and human engineering findings involved with a proposed cockpit communications design change in a simulated AH-64A Apache helicopter/mission that maps to empirical data from a similar study and AH-1 Cobra flight test

    Evolving the Modular Layered Architecture in Digital Innovation: The Case of the Car’s Instrument Cluster

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    Digital innovation entails the combining of digital and physical components to produce novel products. The materiality of digital artifacts, particularly the separation between their material and immaterial features, which is expressed through a layered architecture, lays the foundation for the generative potential of digital innovation. Gaining an understanding of the work involved in creating such a layered architecture and tracing the shifts in the material sub-stratum as physical products are digitalized provides insight into the organizational implications of digital innovation. To this end, we study the digitalization of the automobile by focusing on the evolution of a car manufacturer’s instrument cluster or Driver Information Module (DIM) from 2005 onwards. Based on laddering interviews with 20 people involved in the development of three increasingly digitized DIMs, this paper traces the progressive dissociation between the material and non-material aspects of digitalized artifacts and the organizational implications of evolving a modular layered architecture

    Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space

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    This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer interaction environments, non-linear documentary storytelling, and theatre performance. The journey of this research has been unusual because it requires a researcher with solid knowledge and background in multiple disciplines; who also has to be creative and sensitive in order to combine the possible areas into a new research direction. [...] It focuses on the advanced computer graphics and emerges from experimental cinematic works and theatrical artistic practices. Some development content and installations are completed to prove and evaluate the described concepts and to be convincing. [...] To summarize, the resulting work involves not only artistic creativity, but solving or combining technological hurdles in motion tracking, pattern recognition, force feedback control, etc., with the available documentary footage on film, video, or images, and text via a variety of devices [....] and programming, and installing all the needed interfaces such that it all works in real-time. Thus, the contribution to the knowledge advancement is in solving these interfacing problems and the real-time aspects of the interaction that have uses in film industry, fashion industry, new age interactive theatre, computer games, and web-based technologies and services for entertainment and education. It also includes building up on this experience to integrate Kinect- and haptic-based interaction, artistic scenery rendering, and other forms of control. This research work connects all the research disciplines, seemingly disjoint fields of research, such as computer graphics, documentary film, interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm

    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

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    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present

    Physical pixels

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2000.Includes bibliographical references (leaves 48-51).The picture element, or pixel, is a conceptual unit of representation for digital information. Like all data structures of the computer, pixels are invisible and therefore require an output device to be seen. The physical unit of display, or physical pixel, can be any form that makes the pixel visible. Pixels are often represented as the electronically addressable phosphors of a video monitor, but the potential for different visualizations inspires the development of novel phenotypes. Four new systems of physical pixels are presented: Nami, Peano, the Digital Palette and 20/20 Refurbished. In each case, the combination of material, hardware and software design results in a unique visualization of computation. The chief contribution of this research is the articulation of a mode of artistic practice in which custom units of representation integrate physical and digital media to engender a new art.by Kelly Bowman Heaton.S.M

    Virtual Helicopter Landing Platform (V-HELP)

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    The research project focused on how virtual reality (VR) could create a non-immersive environment and improve in increasing safety awareness at offshore platform. The main problem is the typical training talk usually use video and audio presentation which cannot provide the walkthrough movement. The aim of this project is to develop and design Virtual Helicopter Landing Platform (V-HELP) application which allows users to explore the virtual platform environment. The objectives of this project are to design and develop helicopter landing platform; to visualize movement and facilitate understanding in VR; and at the same time identify components and characteristics of the virtual environment for adequate realism. In completion the project, the framework used is based on part of the waterfall "modeling theory. The phases involved in the framework used for project development is the analysis phase, design and development phase, integration and testing phase and lastly evaluation phase. Developments tools have been used in the project are 3D Maya 5..0.1 and Macromedia Flash MX software. As a result from the evaluation conducted, shows that most of the evaluators are satisfied with the project. They think that the realism of the prototype can be improved in virtual environment through enhancement on chosen the suitable textures materials and enable user control during walkthrough. As a conclusion, the research project show that Virtual Environment are very useful and more effective for the offshore safety training compared to the conventional method
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