38 research outputs found

    Interactive 3D Visualization of a Large University Campus over the Web

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    Nowadays, with the rise and generalized use of web applications and graphical hardware evolution, one of the most interesting problems deals with realistic real-time visualization of virtual environments on web browsers. This paper shows an on-line application to dynamically visualize a large campus on the World Wide Web. The application focuses on a smooth walk through a large 3D environment in real-time as an alternative way to index geographically related information. This way, contents are continuously filtered based on viewpoint¿s position. This can be made thanks to the availability of different models corresponding to different levels of detail (LOD) for each modeled building. A server storage model has been purposed including all models, compound of meshes, textures and information. The technique is based on an algorithm that performs a progressive refining of the models, according to the distance from the viewpoint.Vendrell Vidal, E.; Sanchez Belenguer, C. (2011). Interactive 3D Visualization of a Large University Campus over the Web. International Journal of Computer Information Systems and Industrial Management Applications. 3:514-521. http://hdl.handle.net/10251/35020S514521

    Aprendizajes reales en ambientes virtuales: El rol de la tecnología en la era de la Inteligencia Artificial y el Big Data

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    [ES] La Inteligencia Artificial y el Big Data han cobrado relevancia en los ámbitos académicos recientemente y se nos plantean interrogantes sobre su aplicación y utilidad. En este artículo analizaremos los significados de estas tecnologías, las implicancias de su utilización en el ámbito educativo y el impacto que pudieran tener en la labor pedagógica. Lo haremos a partir de los cuestionamientos más habituales que toda nueva tecnología presenta cuando se la pretende utilizar en educación y con base en una sucinta investigación bibliográfica que le dé sentido y sustento a este abordaje, concluyendo así en lo que sabemos desde hace mucho, y es que la tecnología no vale por sí misma, sino por el uso que hacemos de ella.[EN] Artificial Intelligence and Big Data have recently gained relevance in academic fields, raising questions about their application and usefulness. In this article we will analyze the meanings of these technologies and the implications of their use for pedagogical purposes. We will do so based on the most frequent questions that every new technology presents when it is intended to be used in education, and based on a bibliographic research that gives meaning and support to this approach, concluding in what we have known for long time now, and it is that technology is not worth by itself, but by the use we make of it.Cukierman, U.; Vendrell Vidal, E. (2020). Aprendizajes reales en ambientes virtuales: El rol de la tecnología en la era de la Inteligencia Artificial y el Big Data. Cuaderno de Pedagogía Universitaria (Online). 17(34):59-67. https://doi.org/10.29197/cpu.v17i34.3965967173

    In-Red 2019. V Congreso nacional de innovación educativa y docencia en red

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    La Universitat Politècnica de València convoca el Congreso de Innovación Educativa y Docencia en Red IN-RED 2019 que tendrá lugar en la ciudad de VALENCIA los días 11 y 12 de julio de 2019,organizado conjuntamente por el Vicerrectorado de Recursos Digitales y Documentación y el Vicerrectorado de Estudios, Calidad y Acreditación de la Universitat Politècnica de València. La experiencia vivida en ediciones anteriores del congreso nos ha llevado a plantear una nueva edición del mismo, con el fin de ofrecer de nuevo la oportunidad de mostrar distintas experiencias docentes basadas en la innovación, desarrollo de metodologías, implantación de mejoras en el aula, etc., todas ellas relacionadas directa o indirectamente con la calidad de los procesos de enseñanza aprendizaje desarrollados en el ámbito de la educación superior.Vega Carrero, V.; Vendrell Vidal, E. (2019). In-Red 2019. V Congreso nacional de innovación educativa y docencia en red. Editorial Universitat Politècnica de València. http://hdl.handle.net/10251/127501EDITORIA

    A SEGMENTATION METHOD FOR 3D MESHES OF HISTORIC BUILDINGS

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    [EN] In this article, a method for 3D mesh segmentation focused on the representation of historic buildings is proposed. This type of buildings are characterized by having singularities and characteristic elements in the facades.The main objective is to recognize these features in the buildings, understanding features as those parts of the model that differ from the main structure of the building, such as doors or windows. The idea is to use a recognition algorithm of flat faces allowing to create a graph that reflects the shape of the three-dimensional model. At a later step, this graph will be matched against some pre-defined graphs that will represent the patterns to look for.[ES] En este artículo se propone un método de segmentación de mallas 3D enfocado a representaciones de edificios históricos.Este tipo de edificios se caracterizan por tener singularidades y elementos caracteristicos en las fachadas. El objetivo principal consiste en reconocer estas características en los edificios, entendiéndose como características aquellas partes del modelo que difieren de la estructura principal del edificio, tales como puertas o ventanas. La idea es utilizar un algoritmo de reconocimiento de caras planas que permita crear un grafo que refleje la forma del modelo tridimensional. En una etapa posterior, este grafo se comparará con grafos predefinidos que conformaran los patrones a buscar.Herráez, BJ.; Vendrell Vidal, E. (2016). UN PROCEDIMIENTO DE SEGMENTACIÓN DE MALLAS 3D DE EDIFICIOS HISTÓRICOS. En 8th International congress on archaeology, computer graphics, cultural heritage and innovation. Editorial Universitat Politècnica de València. 311-313. https://doi.org/10.4995/arqueologica8.2016.3524OCS31131

    Reconstrucción de fragmentos arqueológicos mediante correspondencia de patrones

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    [EN] This paper introduces a method for automatic archaeological fragment reconstruction, based on the pattern matching techniques originally developed in graphic computing and image analysis fields. The method is embodied in a software tool that provides the bests matches in a set of bi-dimensional archaeological fragments. To ensure the efficiency of the results, it has been developed a theoretical study that allows solving the stated problem, ensuring the correction of results, and with a very competitive execution times.[ES] En este artículo se presenta un método automático para la reconstrucción de fragmentos arqueológicos, basado en técnicas de correspondencia de patrones desarrolladas en el ámbito de la informática gráfica y el análisis de imágenes. El método se plasma en el desarrollo de una herramienta informática que permita obtener las mejores correspondencias entre un conjunto de fragmentos caracterizados bidimensionalmente. Para garantizar la eficiencia del resultado, se ha desarrollado un estudio teórico que permite dar solución al problema considerado garantizando la corrección de los resultados, y con tiempos de ejecución muy competitivosVendrell Vidal, E.; Sanchez Belenguer, C. (2012). Reconstrucción de fragmentos arqueológicos mediante correspondencia de patrones. Virtual Archaeology Review. 3(6):68-72. doi:10.4995/var.2012.4446S687236AIGER D., MITRA N. J., COHEN-OR D. (2008): "4-points congruent sets for robust surface registration", en ACM Transactions On Graphics (Proc. SIGGRAPH), pp. 1-10. http://dx.doi.org/10.1145/1360612.1360684BROWN B. J. et al. (2008): "A System for High-Volume Acquisition and Matching of Fresco Fragments: Reassembling Theran Wall Paintings", en ACM Transactions on Graphics (Proc. SIGGRAPH), vol 27, no 3. http://dx.doi.org/10.1145/1399504.1360683FISCHLER M. A., BOLLES R. C. (1981): "Random sample consensus: a paradigm for model fitting with applications to image analysis and automated cartography", en Commun ACM, pp. 381-395.HUTTENLOCHER D. P., ULLMAN S. (1990): "Recognizing solid objects by alignment with an image", en International Journal of Computer Vision, pp. 195-212.KOLLER D. et al. (2005): "Fragments of the City: Stanfordʹs Digital Forma Urbis Romae Project", en Journal of Roman Archaeology (Proc. of the Third Williams Symposium on Classical Architecture).NIHSHANKA D. (2007): "Project Report - A Survey of Recent Advances in Shape Matching". Duke University, Durham, USA.PAULY M., et al. (2005): "Example-based 3D scan completion", en Proceedings Symposiumon Geometric Processing (SGP).RUSINKIEWICZ S., LEVOY M. (2001): "Efficient variants of the ICP algorithm", en Proceedings 3rd International Conference on 3D Digital Imaging and Modeling, pp. 145-152. http://dx.doi.org/10.1109/im.2001.924423VAN KAICK O. et al. (2010): "A Survey on Shape Correspondence", en Eurographics STAR Report (2010

    A KD-trees based method for fast radiation source representation for virtual reality dosimetry applications in nuclear safeguards and security

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    [EN] With the aim of demonstrating the concrete advantages that novel technologies such as Virtual (VR) can provide to the nuclear industry, the authors of this paper have been working on the development of a VR based simulator of a gamma dose rate detector for training purposes, to be applied in the field of nuclear security and safety. Historically in nuclear science, simulating gamma dose rate transport has had a series of requirements, most importantly the accuracy of the computation. When embedding this dose rate computation in the environment of a VR based application, a second and opposing key requirement appears: real time performance. Meeting this requirement is only possible if a fast method to compute gamma radiation is used. In order to achieve this target the authors have been working in ways of improving the efficiency of the Point-Kernel method by reducing its computational effort. This paper presents the latest step in this pursuit of efficiency; a novel method based on a non-regular kernel approach, combined with a KD-tree based volume division method. Devised to reduce as much as possible the number of points that represent the volume of the source while aiming at retaining sufficient dose computation accuracy. (C) 2016 Elsevier Ltd. All rights reserved.This project is fully funded by the Institute of Transuranium Elements of the European Commission's Joint Research Centre, Ispra site, Italy.Moltó-Caracena, T.; Vendrell Vidal, E.; Goncalves, JG.; Peerani, P. (2017). A KD-trees based method for fast radiation source representation for virtual reality dosimetry applications in nuclear safeguards and security. Progress in Nuclear Energy. 95:78-83. https://doi.org/10.1016/j.pnucene.2016.12.001S78839

    A variable point kernel dosimetry method for virtual reality simulation applications in nuclear safeguards and security

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    © 2013 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.This paper presents an algorithm to calculate gamma dose rates intended for virtual reality (VR) applications. It dynamically adapts the method to cope with both accuracy and time requirements. Given the real-time constraints imposed by VR applications, more accurate, but computationally intensive stochastic algorithms (e.g., Monte Carlo) are not suited to this task. On the opposite end, a Point Kernel (PK) method can be effective in some cases with as little as one point (mono PK) to define a source, in contrast with the millions of points that Monte Carlo computes. Simple mono PK codes may lack the desired accuracy in some circumstances, requiring a more detailed source representation. In this work, a novel method is presented which automatically estimates the appropriate level of detail for a source's volumetric representation, then generates a non-regular mesh model and subsequently computes the dose rate via a PK method, performing this three-step process in real time.This work was supported by the European Commission's Joint Research Centre Ph.D. grant program.Moltó Caracena, T.; Gonçalves, JGM.; Peerani, P.; Vendrell Vidal, E. (2013). A variable point kernel dosimetry method for virtual reality simulation applications in nuclear safeguards and security. IEEE Transactions on Nuclear Science. 60(5):3862-3871. doi:10.1109/TNS.2013.2279411S3862387160

    GEMA2:Geometrical matching analytical algorithm for fast mobile robots global self-localization

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    [EN] This paper presents a new algorithm for fast mobile robot self-localization in structured indoor environments based on geometrical and analytical matching, GEMA(2). The proposed method takes advantage of the available structural information to perform a geometrical matching with the environment information provided by measurements collected by a laser range finder. In contrast to other global self-localization algorithms like Monte Carlo or SLAM, GEMA(2) provides a linear cost with respect the number of measures collected, making it suitable for resource-constrained embedded systems. The proposed approach has been implemented and tested in a mobile robot with limited computational resources showing a fast converge from global self-localization. (C) 2014 Elsevier B.V. All rights reserved.This work has been partially funded by FEDER-CICYT projects with references DPI2011-28507-C02-01 and HAR2012-38391-C02-02 financed by Ministerio de Ciencia e Innovacion and Ministerio de Economia y Competitividad (Spain).Sánchez Belenguer, C.; Soriano Vigueras, Á.; Vallés Miquel, M.; Vendrell Vidal, E.; Valera Fernández, Á. (2014). GEMA2:Geometrical matching analytical algorithm for fast mobile robots global self-localization. Robotics and Autonomous Systems. 62(6):855-863. https://doi.org/10.1016/j.robot.2014.01.009S85586362

    Characterization of 3d printing filaments applied in restoration of sensitive archaeological objects using rapid prototyping

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    [EN] Purpose The purpose of this paper is to characterize three-dimensional (3D) printing filaments commonly used in fused deposition modeling (FDM) to determine their viability for restoration and conservation treatments. Design/methodology/approach Eight current filaments for FDM from six polymeric materials have been characterized to determine their suitability for restoration and conservation treatments. For testing these filaments, specimens are printed with acrylonitrile-butadiene-styrene; polylactic acid; polylactic acid with CaCO3 (E.P.); polyethylene terephthalate glycol; polypropylene; and high-impact polystyrene. Suitability of a filament was verified using the Oddy test by detecting the action of volatile pollutants released from the filaments. The morphological and color changes were observed after allowing them to degrade under the exposure of UV radiation. The samples were then analyzed using Fourier-transform infrared spectroscopy. In addition, gas chromatography-mass spectroscopy technique was applied to complete the characterization of the printed filaments. Findings Materials investigated are suitable for restoration purposes ensuring long-term stability. Rapid prototyping using FDM is appropriate for restoring sensitive archaeological objects allowing reconstruction of parts and decreasing risk while manipulating delicate artifacts. Originality/value Rapid prototyping using FDM was chosen for the restoration of a fragile and sensitive archaeological glass bowl from Manises Ceramic Museum.This work is supported by the Spanish Ministry of Economy, Industry and Competitiveness and the European Regional Development Fund (ERDF), in the context of the research project "Desarrollo de un Sistema Integrado de Restauracion, Recomposicion, Restitucion y Representacion de Fragmentos Arqueologicos": HAR2015-69408-R (MINECO-FEDER).Aura-Castro, E.; Díaz-Marín, C.; Mas-Barberà, X.; Sánchez López, M.; Vendrell Vidal, E. (2021). Characterization of 3d printing filaments applied in restoration of sensitive archaeological objects using rapid prototyping. Rapid Prototyping Journal. 27(4):645-657. https://doi.org/10.1108/RPJ-06-2019-0153S64565727

    Modelado automatizado de embalajes para vidrio arqueológico y su fabricación mediante fresado de espumas rígidas

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    En este trabajo se aborda la problemática existente en el transporte y almacenamiento de piezas de vidrio arqueológico. El principal objetivo es realizar embalajes adaptados mediante la utilización de técnicas de escaneado 3D e impresión 3D. Habitualmente los embalajes de estas piezas suelen realizarse de manera artesanal confeccionando cajas o soportes a medida que se adaptan a las necesidades y particularidades de cada caso por lo que implican un gran consumo de tiempo. Ateniendo a las circunstancias físicas del vidrio arqueológico que deriban en una mínima manipulación, se ha buscado automatizar el proceso. Para ello se han registrado las piezas seleccionadas, utilizando un escáner láser de triangulación v-910 Kónica Minolta, obteniendo los modelos 3D de cada pieza, y a partir de ellos generar el negativo de la forma de la pieza. Posteriormente son enviados a una máquina de corte o de fresado para obtener el modelo real. Para ello se ha requerido de un software con el que diseñar la cavidad adaptada y generar un código de control para la fresadora CNC. Siguiendo este proceso se ha conseguido la adaptación perfecta del volumen del embalaje, dando la posibilidad de rectificar el diseño y consiguiendo mayor calidad y precisión en la ejecución al mecanizarse las diferentes fases. La realización de los embalajes artesanales está caracterizada por su gran consumo de tiempo y su alto porcentaje de error, al contrario que este nuevo proceso que reduce significativamente el tiempo de realización y ofrece una solución adapatada a cada objeto.Díaz Marín, MDC.; Aura Castro, E.; Sánchez Belenguer, C.; Vendrell Vidal, E.; Sánchez López, M. (2015). Modelado automatizado de embalajes para vidrio arqueológico y su fabricación mediante fresado de espumas rígidas. Arché. (10):119-126. http://hdl.handle.net/10251/852051191261
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