10 research outputs found

    Building Huys Hengelo in VRML

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    In this paper we report about our attempts to rebuild a historical building, ‘Huys Hengelo’, its interior, a farm built next to it and other parts of its environment (including a draw-bridge and a gate) using the Virtual Reality Modeling Language (VRML). This castle building played an important role in the history of its region. The main issues we deal with in this paper are: the unreliability of available sources − forcing us to show alternatives rather than ‘the building as it was’, the possibility to allow users to make changes and to experiment with different geographies, animations showing how parts of the wooden buildings were constructed during that time, the interface with the user and, as the project started as a student project on the request of some local historians and architects, some of our experiences with the co-operation between them and computer science students and researchers

    Implementation of a 3D Virtual Drummer

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    We describe a system for the automatic generation of a 3D animation of a drummer playing along with a given piece of music. The input, consisting of a sound wave, is analysed to determine which drums are struck at what moments. The Standard MIDI File format is used to store the recognised notes. From this higher-level description of the music, the animation is generated. The system is implemented in Java and uses the Java3D API for visualisation

    Using a MyoKinetic Synthesizer to Control of Virtual Instruments

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    Building Huys Hengelo in VRML

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    In this paper we report about our attempts to rebuild a historical building, ‘Huys Hengelo’, its interior, a farm built next to it and other parts of its environment (including a draw-bridge and a gate) using the Virtual Reality Modeling Language (VRML). This castle building played an important role in the history of its region. The main issues we deal with in this paper are: the unreliability of available sources − forcing us to show alternatives rather than ‘the building as it was’, the possibility to allow users to make changes and to experiment with different geographies, animations showing how parts of the wooden buildings were constructed during that time, the interface with the user and, as the project started as a student project on the request of some local historians and architects, some of our experiences with the co-operation between them and computer science students and researchers

    Modeling centuries of estuarine morphodynamics in the Western Scheldt estuary

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    We hindcast a 110 year period (1860-1970) of morphodynamic behavior of the Western Scheldt estuary by means of a 2-D, high-resolution, process-based model and compare results to a historically unique bathymetric data set. Initially, the model skill decreases for a few decades. Against common perception, the model skill increases after that to become excellent after 110 years. We attribute this to the self-organization of the morphological system which is reproduced correctly by the numerical model. On time scales exceeding decades, the interaction between the major tidal forcing and the confinement of the estuary overrules other uncertainties. Both measured and modeled bathymetries reflect a trend of decreasing energy dissipation, less morphodynamic activity, and thus a more stable morphology over time, albeit that the estuarine adaptation time is long (approximately centuries). Process-based models applied in confined environments and under constant forcing conditions may perform well especially on long (greater than decades) time scales.</p
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