212 research outputs found
Cross-Platform Presentation of Interactive Volumetric Imagery
Volume data is useful across many disciplines, not just medicine.
Thus, it is very important that researchers have a simple and
lightweight method of sharing and reproducing such volumetric
data. In this paper, we explore some of the challenges associated
with volume rendering, both from a classical sense and from the
context of Web3D technologies. We describe and evaluate the pro-
posed X3D Volume Rendering Component and its associated styles
for their suitability in the visualization of several types of image
data. Additionally, we examine the ability for a minimal X3D node
set to capture provenance and semantic information from outside
ontologies in metadata and integrate it with the scene graph
Increasing the Detail and Realism in Web3D Distributed World
A complex and detailed Web3D world which represented the physical form of an institution is very difficult to be built. To simplify the work, raster images taken from the real structure were heavily utilized. However, this method has resulted in Web3D sites which were low on detail and having minimum level of realism. To overcome this deficiency, it is proposed to maximize the use of polygons. Experiment was done by re-developing the sample world with minimum use of raster images and applying polygons to 92% parts of the site. Site elements were also distributed to three servers to cope with bottleneck problem often occured when using only one server. The result was evaluated in a series of tests to see its viewing capabilities when displayed inside the web browser against various conditions, and it also evaluated in an acceptance test carried out by site users. The majority of testers felt immensely familiar with the details shown by the model as they were able to grab a more close-to-realistic experience like a real-world walk around inside the actual building complex. Problems that often occur whe using only one server ca also be reduced by using distributed world method
A collaborative platform for integrating and optimising Computational Fluid Dynamics analysis requests
A Virtual Integration Platform (VIP) is described which provides support for the integration of Computer-Aided Design (CAD) and Computational Fluid Dynamics (CFD) analysis tools into an environment that supports the use of these tools in a distributed collaborative manner. The VIP has evolved through previous EU research conducted within the VRShips-ROPAX 2000 (VRShips) project and the current version discussed here was developed predominantly within the VIRTUE project but also within the SAFEDOR project. The VIP is described with respect to the support it provides to designers and analysts in coordinating and optimising CFD analysis requests. Two case studies are provided that illustrate the application of the VIP within HSVA: the use of a panel code for the evaluation of geometry variations in order to improve propeller efficiency; and, the use of a dedicated maritime RANS code (FreSCo) to improve the wake distribution for the VIRTUE tanker. A discussion is included detailing the background, application and results from the use of the VIP within these two case studies as well as how the platform was of benefit during the development and a consideration of how it can benefit HSVA in the future
“Wrapping” X3DOM around Web Audio API
Spatial sound has a conceptual role in the Web3D environments, due to highly realism scenes that can provide. Lately the efforts are concentrated on the extension of the X3D/ X3DOM through spatial sound attributes. This paper presents a novel method for the introduction of spatial sound components in the X3DOM framework, based on X3D specification and Web Audio API. The proposed method incorporates the introduction of enhanced sound nodes for X3DOM which are derived by the implementation of the X3D standard components, enriched with accessional features of Web Audio API. Moreover, several examples-scenarios developed for the evaluation of our approach. The implemented examples established the achievability of new registered nodes in X3DOM, for spatial sound characteristics in Web3D virtual worlds
PRODUCT LIFECYCLE DATA SHARING AND VISUALISATION: WEB-BASED APPROACHES
Both product design and manufacturing are intrinsically collaborative processes. From conception and design to project completion and ongoing maintenance, all points in the lifecycle of any product involve the work of fluctuating teams of designers, suppliers and customers. That is why companies are involved in the creation of a distributed design and a manufacturing environment which could provide an effective way to communicate and share information throughout the entire enterprise and the supply chain. At present, the technologies that support such a strategy are based on World Wide Web platforms and follow two different paths. The first one focuses on 2D documentation improvement and introduces 3D interactive information in order to add knowledge to drawings. The second one works directly on 3D models and tries to extend the life of 3D data moving these design information downstream through the entire product lifecycle. Unfortunately the actual lack of a unique 3D Web-based standard has stimulated the growing up of many different proprietary and open source standards and, as a consequence, a production of an incompatible information exchange over the WEB. This paper proposes a structured analysis of Web-based solutions, trying to identify the most critical aspects to promote a unique 3D digital standard model capable of sharing product and manufacturing data more effectively—regardless of geographic boundaries, data structures, processes or computing environmen
Integrating realistic human group behaviors into a networked 3D virtual environment
Distributed Interactive Simulation DIS-Java-VRML Working Group. Includes supplementary material provided from the contents of a CD-Rom issued containing the work of all three Working Group members and all supplementary material, in compressed format.Virtual humans operating inside large-scale virtual environments (VE) are typically controlled as single entities. Coordination of group activity and movement is usually the responsibility of their real world human controllers. Georeferencing coordinate systems, single-precision versus double-precision number representation and network delay requirements make group operations difficult. Mounting multiple humans inside shared or single vehicles, (i.e. air-assault operations, mechanized infantry operations, or small boat/riverine operations) with high fidelity is often impossible. The approach taken in this thesis is to reengineer the DIS-Java-VRML Capture the Flag game geolocated at Fort Irwin, California to allow the inclusion of human entities. Human operators are given the capability of aggregating or mounting nonhuman entities for coordinated actions. Additionally, rapid content creation of human entities is addressed through the development of a native tag set for the Humanoid Animation (H-Anim) 1.1 Specification in Extensible 3D (X3D). Conventions are demonstrated for integrating the DIS-Java-VRML and H-Anim draft standards using either VRML97 or X3D encodings. The result of this work is an interface to aggregate and control articulated humans using an existing model with a standardized motion library in a networked virtual environment. Virtual human avatars can be mounted and unmounted from aggregation entities. Simple demonstration examples show coordinated tactical maneuver among multiple humans with and without vehicles. Live 3D visualization of animated humanoids on realistic terrain is then portrayed inside freely available web browsers.Approved for public release; distribution is unlimited
Development of a toolkit for component-based automation systems
From the earliest days of mass production in the automotive industry there has been a
progressive move towards the use of flexible manufacturing systems that cater for
product variants that meet market demands. In recent years this market has become
more demanding with pressures from legislation, globalisation and increased
customer expectations. This has lead to the current trends of mass customisation in
production.
In order to support this manufacturing systems are not only becoming more flexibleâ€
to cope with the increased product variants, but also more agile‡ such that they may
respond more rapidly to market changes. Modularisation§ is widely used to increase
the agility of automation systems, such that they may be more readily reconfigured¶.
Also with globalisation into India and Asia semi-automatic machines (machines that
interact with human operators) are more frequently used to reduce capital outlay and
increase flexibility. There is an increasing need for tools and methodologies that
support this in order to improve design robustness, reduce design time and gain a
competitive edge in the market.
The research presented in this thesis is built upon the work from
COMPAG/COMPANION (COMponent- based Paradigm for AGile automation, and
COmmon Model for PArtNers in automatION), and as part of the BDA (Business
Driven Automation), SOCRADES (Service Oriented Cross-layer infrastructure for
Distributed smart Embedded deviceS), and IMC-AESOP (ArchitecturE for Service-
Oriented Process – monitoring and control) projects conducted at Loughborough
University UK.
This research details the design and implementation of a toolkit for building and
simulating automation systems comprising components with behaviour described
using Finite State Machines (FSM). The research focus is the development of the
engineering toolkit that can support the automation system lifecycle from initial
design through commissioning to maintenance and reconfiguration as well as the
integration of a virtual human. This is achieved using a novel data structure that
supports component definitions for control, simulation, maintenance and the novel
integration of a virtual human into the automation system operation
That obscure object of desire: multimedia metadata on the Web, part 1
This article discusses the state of the art in metadata for audio-visual media in large semantic networks, such as the Semantic Web. Our discussion is predominantly motivated by the two most widely known approaches towards machine-processable and semantic-based content description, namely the Semantic Web activity of the W3C and ISO's efforts in the direction of complex media content modeling, in particular the Multimedia Content Description Interface (MPEG-7). We explain that the conceptual ideas and technologies discussed in both approaches are essential for the next step in multim
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