16,775 research outputs found

    Visualising the structure of architectural open spaces based on shape analysis

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    This paper proposes the application of some well known two-dimensional geometrical shape descriptors for the visualisation of the structure of architectural open spaces. The paper demonstrates the use of visibility measures such as distance to obstacles and amount of visible space to calculate shape descriptors such as convexity and skeleton of the open space. The aim of the paper is to indicate a simple, objective and quantifiable approach to understand the structure of open spaces otherwise impossible due to the complex construction of built structures.Comment: 10 pages, 9 figure

    Using RECOCASE to Compare Use Cases from Multiple Viewpoints

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    Incomplete and inconsistent requirements are a major cause of the failure of computer- based projects. The capture of requirements from multiple viewpoints has been offered as a way of developing a more complete, consistent and representative set of requirements. Our viewpoint development approach, known as RECOCASE, includes a Computer Aided Software Engineering (CASE) tool to assist the capture and RECOncilation of viewpoints of functional requirements. This project seeks to offer three significant solutions to the problems of requirements elicitation, validation and reconciliation: requirements will be captured from multiple viewpoints, directly from stakeholders in natural language and then compared and reconciled through visualisation of the requirements

    A Multiview Visualisation Architecture for Open Distributed Systems

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    Program visualisation is an attractive way for understanding collaboration structures of complex distributed systems. By using the concepts of the open distributed processing-reference model (ODP-RM) as entities for visualisation, a multiview visualisation architecture is presented, which provides a large degree of flexibility in visualising the actions of an ODP system. The architecture has been implemented for visualising the CORBA system resulting in a visualisation tool called OBVlouS

    Visual communication in urban planning and urban design

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    This report documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web(WWW).Firstly, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. A review is carried out on the use of Virtual Worldsand their role in visualising urban form within multi-user environments. The use of Virtual Worlds is developed into a case study of the possibilities and limitations of Virtual Internet Design Arenas (ViDAs), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDAs is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan.Secondly, photorealistic media in the process of communicating plans is examined.The process of creating photorealistic media is documented, examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is drawn that although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling is reviewed in the creation of Augmented Reality. Augmented Reality is seen to provide an important step forward in the ability to quickly and easily visualise urban planning and urban design information.Thirdly, the role of visual communication of planning data through GIS is examined interms of desktop, three dimensional and Internet based GIS systems. The evolution to Internet GIS is seen as a critical component in the development of virtual cities which will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality.Finally a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design

    Virtual Dissection of White Matter Tracts in a Human brain using applied Game Design and Virtual Reality imaging

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    Visualisation of neural tracts in the human brain has previously been accomplished using two dimensional (2D) representational formats. In most cases, pre-operative visualisation is through the medium of 2D MRI image slices, representing coordinates in the brain through a combination of axial, sagittal, and coronal orthographic viewpoints. Software such as ExploreDTI can visualise off-axis viewpoints, however this method is limited to 2.5D image representations. The use of such 2D representations can require significant training in order to contextualise real-world 3D positions and accurately locate and identify neural tract pathways in the brain. Utilising anonymised tract data and advanced neuroimaging technologies pioneered by Trinity College Institute of Neuroscience (TCIN), the Technological University Dublin (TU Dublin) School of Media created an interactive visualisation environment using the Unity 3D game engine. This virtual reality visualisation utilises the Oculus Rift Virtual Reality (VR) peripheral to realise the first ever virtual dissection of the fornix in-vivo in a highly interactive full 3D environment. Ethical approval was granted by St James/Tallaght Research & Ethics Committee. MRI tract coordinate data in the form of .wrl format 3D objects were converted to game-engine ready formats such as .obj through a 3D editing program (3DS Max) then imported into Unity. A virtual representation of a human brain was created, and scale, position, and rotation manipulation of the VR environment implemented, using natural motion tracking and minimal button usage. Isolation of individual or groups of neural tracts was achieved using hand tracking and spatial selection. Positional data was mapped to MRI image planes in order to overlay traditional MRI images at each position to aid diagnostic accuracy. In summary, virtual dissection of the fornix pathway in the human brain, first individuated by TCIN was transcribed into a 3D VR gaming environment for spatially intuitive visualisation, manipulation, and analysis

    Exploring the value of a design for service approach to develop public services in the Community Voluntary Sector: a comparative analysis

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    This paper presents the findings from two action research case studies that explore the value of using a ‘design for service’ approach to develop public services in the community voluntary sector (CVS). Each case study was conducted within a CVS organisation that was developing or offering public services. Both were local charities that are part of UK federations; the first offering mental health and wellbeing services, the second providing community education services. The paper will present the outcomes of using a ‘design for service’ approach, including systematic inquiry, visualisation, and challenging existing stakeholder perceptions. The comparison will identify similarities and differences in each case. Factors that appear to affect the success of the approach in this context will be discussed, including organisational culture and the perception of ‘design’. These two case studies form the basis of an on-going doctoral programme. Further case studies are planned, to inform an approach framework with implications for a broad range of CVS contexts. This work will add theoretical rigour to design praxis in the emerging area service innovation for CVS organisations

    Framework for software architecture visualization assessment.

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    In order to assess software architecture visualisation strategies, we qualitatively characterize then construct an assessment framework with 7 key areas and 31 features. The framework is used for evaluation and comparison of various strategies from multiple stakeholder perspectives. Six existing software architecture visualisation tools and a seventh research tool were evaluated. All tools exhibited shortcomings when evaluated in the framework

    Space-time configuration for visualisation in information space

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    Alternative Archaeological Representations within Virtual Worlds

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    Traditional VR methods allow the user to tour and view the virtual world from different perspectives. Increasingly, more interactive and adaptive worlds are being generated, potentially allowing the user to interact with and affect objects in the virtual world. We describe and compare four models of operation that allow the publisher to generate views, with the client manipulating and affecting specific objects in the world. We demonstrate these approaches through a problem in archaeological visualization

    Progress in the development of a video-based wind farm simulation technique

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    The progress in the development of a video-based wind farm simulation technique is reviewed. While improvements have been achieved in the quality of the composite picture created by combining computer generated animation sequences of wind turbines with background scenes of the wind farm site, extending the technique to include camera movements has proved troublesome
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