9 research outputs found

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Generative Mesh Modeling

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    Generative Modeling is an alternative approach for the description of three-dimensional shape. The basic idea is to represent a model not as usual by an agglomeration of geometric primitives (triangles, point clouds, NURBS patches), but by functions. The paradigm change from objects to operations allows for a procedural representation of procedural shapes, such as most man-made objects. Instead of storing only the result of a 3D construction, the construction process itself is stored in a model file. The generative approach opens truly new perspectives in many ways, among others also for 3D knowledge management. It permits for instance to resort to a repository of already solved modeling problems, in order to re-use this knowledge also in different, slightly varied situations. The construction knowledge can be collected in digital libraries containing domain-specific parametric modeling tools. A concrete realization of this approach is a new general description language for 3D models, the "Generative Modeling Language" GML. As a Turing-complete "shape programming language" it is a basis of existing, primitv based 3D model formats. Together with its Runtime engine the GML permits - to store highly complex 3D models in a compact form, - to evaluate the description within fractions of a second, - to adaptively tesselate and to interactively display the model, - and even to change the models high-level parameters at runtime.Die generative Modellierung ist ein alternativer Ansatz zur Beschreibung von dreidimensionaler Form. Zugrunde liegt die Idee, ein Modell nicht wie üblich durch eine Ansammlung geometrischer Primitive (Dreiecke, Punkte, NURBS-Patches) zu beschreiben, sondern durch Funktionen. Der Paradigmenwechsel von Objekten zu Geometrie-erzeugenden Operationen ermöglicht es, prozedurale Modelle auch prozedural zu repräsentieren. Statt das Resultat eines 3D-Konstruktionsprozesses zu speichern, kann so der Konstruktionsprozess selber repräsentiert werden. Der generative Ansatz eröffnet unter anderem gänzlich neue Perspektiven für das Wissensmanagement im 3D-Bereich. Er ermöglicht etwa, auf einen Fundus bereits gelöster Konstruktions-Aufgaben zurückzugreifen, um sie in ähnlichen, aber leicht variierten Situationen wiederverwenden zu können. Das Konstruktions-Wissen kann dazu in Form von Bibliotheken parametrisierter, Domänen-spezifischer Modellier-Werkzeuge gesammelt werden. Konkret wird dazu eine neue allgemeine Modell-Beschreibungs-Sprache vorgeschlagen, die "Generative Modeling Language" GML. Als Turing-mächtige "Programmiersprache für Form" stellt sie eine echte Verallgemeinerung existierender Primitiv-basierter 3D-Modellformate dar. Zusammen mit ihrer Runtime-Engine erlaubt die GML, - hochkomplexe 3D-Objekte extrem kompakt zu beschreiben, - die Beschreibung innerhalb von Sekundenbruchteilen auszuwerten, - das Modell adaptiv darzustellen und interaktiv zu betrachten, - und die Modell-Parameter interaktiv zu verändern

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    Towards a National 3D Mapping Product for Great Britain

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    Knowing where something happens and where people are located can be critically important to understand issues ranging from climate change to road accidents, crime, schooling, transport and much more. To analyse these spatial problems, two-dimensional representations of the world, such as paper or digital maps, have traditionally been used. Geographic information systems (GIS) are the tools that enable capture, modelling, storage, retrieval, sharing, manipulation, analysis, and presentation of geographically referenced data. Three-dimensional geographic information (3D GI) is data that can represent real-world features as objects in 3D space. 3D GI offers additional functionality not possible in 2D, including analysing and querying volume, visibility, surface and sub-surface, and shadowing. This thesis contributes to the understanding of user requirements and other data related considerations in the production of 3D geographic information at a national level. The study promotes Ordnance Survey’s efforts in developing a 3D geographic product through: (1) identifying potential applications; (2) analysing existing 3D city modelling approaches; (3) eliciting and formalising user requirements; (4) developing metrics to describe the usefulness of 3D data and; (5) evaluating the commerciality of 3D GI. A review of current applications of 3D showed that visualisation dominated as the main use, allowing for better communication, and supporting decision-making processes. Reflecting this, an examination of existing 3D city models showed that, despite the varying modelling approaches, there was a general focus towards accurate and realistic geometric representation of the urban environment. Web-based questionnaires and semi-structured interviews revealed that while some applications (e.g. subsurface, photovoltaics, air and noise quality) lead the field with a high adoption of 3D, others were laggards due to organisational inertia (e.g. insurance, facilities management). Individuals expressed positive views on the use of 3D, but still struggled to justify the value and business case. Simple building geometry coupled with non-building thematic classes was perceived to be most useful by users. Several metrics were developed to quantify and compare the characteristics of thirty-three 3D datasets. Results showed that geometry-based metrics such as minimum feature length or Euler characteristic can be used to provide additional information as part of fitness-for-purpose evaluations. The metrics can also contribute to quality control during data production. An investigation into the commercial opportunities explored the economic value of 3D, the market size of 3D data in Great Britain, as well as proposed a number of opportunities within the wider business context of Ordnance Survey

    Mass customization for the design and production of flexible

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    Orientador: Maria Gabriela Caffarena CelaniDissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Civil, Arquitetura e UrbanismoResumo: A necessidade de personalizar espaços varia de acordo com as demandas específicas dos usuários, principalmente nas camadas mais internas do edifício. No entanto, a inadequação do mobiliário padronizado a edificações com planta reduzida e rígida e as restrições ao acesso da maioria da população a projetos de layouts personalizados repercutem em conflitos de uso, especialmente nos locais mais cotidianos, como habitações e escritórios. Nos ambientes contemporâneos de trabalho, a frequência de mudanças das tecnologias e dos formatos de interação entre seus ocupantes acentuam a necessidade de flexibilidade espacial. Paralelamente, a crescente disponibilidade de equipamentos de fabricação digital e de projetos abertos em plataformas online tornam a personalização em série mais acessível. Nesse contexto, a incorporação de estratégias de projeto computacional por arquitetos e designers pode combinar processos agenciados pelos indivíduos à geração de soluções mais adequadas. Por outro lado, observa-se que os projetos criados com essa abordagem tendem a focar na diversidade inicial das soluções, desconsiderando modificações ao longo do ciclo de vida dos edifícios. Diante desse cenário, esta dissertação de mestrado tem como principal objetivo desenvolver um artefato para personalização em série voltado ao projeto e à produção de espaços flexíveis. Tem caráter qualitativo e prescritivo, seguindo a metodologia da Design Science Research. A pesquisa traz como principal produto o protótipo de um sistema integrado baseado em um procedimento de Christopher Alexander. O sistema possibilita a composição de layouts pelos usuários, com personalização dimensional e fabricação digital do mobiliário em escala reduzida, em espaços de trabalho e estudo. O artefato foi aplicado ao contexto de uma sala de estudos da Moradia Estudantil da Unicamp por meio de oficinas teórico-práticas com dois grupos distintos, um com pessoas sem conhecimento técnico em arquitetura e outro com arquitetos formados. A avaliação do sistema ocorreu pela análise das soluções elaboradas durante as oficinas e das respostas dos participantes a questionários. Os resultados demonstraram que a utilização de tipos diferentes de modularidade na personalização dimensional dos móveis, combinada à definição de intervalos de medidas, contribuiu para a personalização em série e para a flexibilidade das alternativas geradas. Além disso, verificou-se a emergência de composições e de características que superaram as limitações iniciais da interface digital empregada. Por fim, sintetiza-se o conceito de autofabricação em arquitetura, como um contraponto à autoconstrução, para a obtenção de espaços flexíveis e mais apropriados às necessidades individuais contemporâneasAbstract: The need to customize spaces varies according to changes in users' demands, especially in a building's inner layers. However, standardized furniture is often unsuitable for buildings with a reduced and rigid floor plan. Besides, restrictions on the access of the majority of the population to customized layout designs lead to conflicts of use, notably in the most everyday places, such as houses and offices. In contemporary work environments, technologies and occupants' interaction change frequently, which emphasizes the need for spatial flexibility. At the same time, the increasing availability of digital fabrication machinery and open source designs on online platforms make mass customization more accessible. In this context, computational design strategies adopted by architects and designers could enable the generation of more adequate solutions with user agency. On the other hand, solutions created with this approach tend to focus on an initial design diversity, disregarding changes over a building's life cycle. In this scenario, this master's thesis aims at developing an artifact for mass customization applied to the design and production of flexible spaces. It has a qualitative and prescriptive character, following the Design Science Research methodology. The main research product is a prototypical integrated system based on a procedure by Christopher Alexander. The system allows user-driven layout compositions, with furniture dimensional customization and digital fabrication in reduced scale, focused on work and study spaces. The artifact was applied to a study room at Unicamp's Student Housing through theoretical-practical workshops with two different groups: people without a background in architecture and trained architects. The system was evaluated through analysis of the solutions developed during the workshops and participants' responses to questionnaires. Results showed that the use of different modularity types in furniture dimensional customization, combined with the definition of measurement intervals, contributed both to mass customization and flexibility of generated alternatives. Furthermore, it provided the emergence of design compositions and characteristics that overcame the digital interface's initial limitations. Finally, the self-fabrication concept is synthetized, as a counterpoint to self-construction, as a strategy to obtain more flexible and contemporary-suited spacesMestradoArquitetura, Tecnologia e CidadeMestra em Arquitetura, Tecnologia e Cidade05-P-04795-2019CAPE

    DIVE on the internet

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    This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements. CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques. CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data

    PROCEEDING SEMINAR NASIONAL RISET TEKNOLOGI INFORMASI 2013

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    Proceedings of the 5th international conference on disability, virtual reality and associated technologies (ICDVRAT 2004)

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