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1

Бурячек, Т. О., and О. В. Вишневська. "Методи оптимізації моделей 3ds Max." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/4342.

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2

Andersson, Tommy, Mattis Torkelsson, and Gustav Wärlinge. "3DES, AES i hårdvara - Förmåga att skala i en växande miljö." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-5783.

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Den här rapporten beskriver arbetet och utförda studier inom området kryptering och VPN. Fokus ligger på hur väl krypteringsalgoritmerna Triple Data Encryption Standard (3DES) och Advanced Encryption Standard (AES) skalar i en förutbestämd miljö. Huvudfokus har varit att svara på frågan: Vilken av krypteringsalgoritmerna AES och 3DES kräver minst systemresurser? Under utbildningstiden har det flera gånger framförts att 3DES-algoritmen skulle vara mer krävande för krypteringsenheterna att utföra jämfört med AES. Denna rapport söker finna om det är så det förhåller sig och i så fall hur stor skillnaden är mellan algoritmerna. För att söka svar på frågorna genomfördes ett flertal experiment. Dessa syftade till att påvisa eller vederlägga ovan beskrivna påståenden kring 3DES och AES. Resultatet av utförda experiment blev att ingen större skillnad kunde noteras mellan 3DES och AES. Detta står i stark kontrast till de påståenden som ofta florerar kring krypteringsalgoritmerna 3DES och AES


This report describes the work and studies carried out in the field of encryption and VPN. The focus is on how well the encryption algorithms Triple Data Encryption Standard (3DES) and Advanced Encryption Standard (AES) perform in a predetermined environment. The main focus has been to answer the question: Which of the encryption algorithms AES and 3DES requires less system resources. During the period  of studies, lectures and literature have several times claimed the 3DES algorithm to require more resources of encryption devices, compared to AES. This report tries to find if it is a fact and if so how big is the difference between the algorithms. To seek  answers to the questions, a number of experiments was performed. These experiments were intended to demonstrate or refute the above claims about 3DES and AES. The results of the performed experiments shows no major differences between 3DES and AES. This differs from what have been publicly accepted concerning facts regarding encryption algorithms 3DES and AES.

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Barber, Cody. "The Virtual Steamroller: How CGI Paved the Way for 3D's Comeback." Ohio University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1323194803.

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4

Fischer, Leonardo Garcia. "3DS-BVP : a path planner for arbitrary surfaces." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2011. http://hdl.handle.net/10183/49751.

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Métodos eficientes para planejamento de caminhos têm sido explorados ao longo dos anos para permitir movimento de robôs autônomos ou agentes virtuais. Basicamente, estes algoritmos buscam pelo ambiente por um caminho com pouca probabilidade de colisão com obstáculos, e que conduza o agente de uma posição inicial para uma posição objetivo. Apesar de os primeiros algoritmos para planejamento de caminhos para calcular rotas em grafos foram apresentados a mais de 50 anos atrás, ainda existe muito trabalho sendo realizado para melhorar as técnicas existentes hoje em dia. Os algoritmos de planejamento de caminhos atuais normalmente assumem que o ambiente pode ser facilmente projetado em um plano. Também existem diversos algoritmos que podem trabalhar facilmente com mais dimensões. Porém, uma classe de ambientes que não podem ser facilmente tratadas pelos algoritmos atuais é composta por superfícies arbitrárias. Estas superfícies, com buracos e torções, por exemplo, não podem ser facilmente projetadas em um plano. O fato de o caminho ser restrito à superfície faz com que, em um dado ponto o algoritmo precise calcular um caminho 2D em uma superfície 3D, o que não é trivial de mapear em um algoritmo de planejamento de caminhos para várias dimensões. Este trabalho apresenta uma nova técnica de planejamento de caminhos em superfícies 3D, chamada 3DS-BVP. Este novo planejador de caminhos é baseado em um algoritmo de planejamento de caminhos para ambientes 2D. O algoritmo anterior, chamado BVPPath- Planner, utiliza problemas de valor de contorno (Boundary Value Problems, BVP) e funções harmônicas para gerar campos potenciais. Ao seguir o gradiente descente destes campos potenciais, é possível produzir caminhos suaves livres de mínimos locais, partindo de qualquer posição do ambiente para um dado objetivo. Nosso algoritmo gera um campo potencial diretamente na superfície 3D utilizando um método numérico que foi inspirado por aquele utilizado no BVP-Path-Planner. O 3DS-BVP trabalha sobre superfícies complexas com buracos ou curvaturas, representadas por malhas de triângulos, sem a necessidade de parametrizar a superfície em uma representação 2D. Nossos resultados demonstram que a técnica pode gerar caminhos com qualidade similar àqueles gerados pelo BVP-Path-Planner em ambientes planos. O mesmo algoritmo é capaz de gerar caminhos em superfícies arbitrárias a taxas de atualização interativas.
Efficient path planning methods are being explored along the years to allow the movement of autonomous robots or virtual agents. Basically these algorithms search the environment for a path with low probability of collision with obstacles that conduces the agent from an initial to a goal position. Although the first path planning algorithms to compute routes in graphs were presented more than 50 years ago, there is still a lot of effort into improving the current approaches. The current path planning algorithms usually assume that the environment can be easily projected on a plane. There are also other algorithms that can easily deal with higher dimensional spaces. But a class of environments that cannot be easily treated by current algorithms is the one composed by arbitrary surfaces. These surfaces, with holes and bends for instance, cannot be directly projected on a plane. Because the path must be on the surface, it has only 2 degrees of freedom in any point of the surface, which is not trivial to map for a higher dimensional path planning algorithm. This work presents a new technique for path planning on 3D surfaces called 3DS-BVP. This new path planner is based on a previous path planning algorithm for 2D environments. The former algorithm, called BVP-Path-Planner, uses Boundary Value Problems (BVP) and harmonic functions to generate potential fields. By following the gradient descent of these potential fields, it is possible to produce smooth paths free from local minima from any point of the environment to a given goal position. Our algorithm generates a potential field directly on the 3D surface using a numerical method inspired on the one used by the BVP-Path-Planner. The 3DS-BVP works over complex surfaces of arbitrary genus or curvature, represented by a triangle mesh, without the need of 2D parametrizations. Our results demonstrate that our technique can generate paths with similar quality as those generated by the BVP-Path-Planner in planar environments. The same algorithm is also able to generate paths in arbitrary surfaces at interactive frame rates.
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Nilsson, Linus. "Plug-in for stereoscopic studio production using 3Ds Max." Thesis, University of Gävle, Department of Industrial Development, IT and Land Management, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-7357.

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In this day and age when 3D cinema is ever increasing in popularity and 3D television sets on the verge of becoming a reality in our homes, the media production companies are interested in looking at how they can start producing stereoscopic format media for this exciting medium. This thesis proposes a solution to parts of the stereoscopic production pipeline by examining and proposing the extent of the requirements of a plug-in to aid in the setting up and rendering of stereo pairs and ultimately proposing such a plug-in and modifying it to suit the proposed requirements. With a high emphasis on ensuring that the plug-in is capable of producing enjoyable stereoscopic content, the plug-in is tested by rendering a demanding scene previously used in factual production work. The findings of these tests ultimately lead to the evaluation of the plug-ins usefulness as a tool for not only the production studio involved but for anyone interested in generating material for this exciting medium.

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Ekman, Viktor, and Jesper Moen. "Exteriör och interiör visualisering av ett bostadshus i 3ds max." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-108867.

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Denna rapport beskriver och drar jämförelser mellan olika visualiseringstekniker i 3D Studio Max och Adobe Photoshop CS3. Syftet med studien är att undersöka olika visualiserings- och renderingstekniker för att se vilka tekniker som ger ett smidigast och mest verklighetstroget resultat utifrån olika förutsättningar. Studien grundar sig på en huvudfråga och två stycken underfrågor. Hur skapar man ett effektivt och verklighetstroget visualiseringsresultat av ett bostadskvarter för intressenter? • Vilka fördelar och nackdelar finns det med olika visualiseringstekniker? • Vilka metoder ger ett verklighetstroget visualiseringsresultat vid interiör respektive exteriör visualisering? Slutsatsen med studien är att varje situation är unik och att det finns fördelar och nackdelar med varje teknik och metod i de olika programmen. För att nå ett önskat slutresultat så gäller det att lära sig hur varje metod fungerar och sedan anpassa den utifrån varje enskild situation.
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Вишневська, О. В. "Особливості створення реалістичних візуалізацій тривимірних сцен у програмі 3ds MAX." Thesis, Київський національний університет технологій та дизайну, 2018. https://er.knutd.edu.ua/handle/123456789/10762.

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Наведено результати досліджень щодо візуалізації тривимірних сцен, створених програмою 3ds Max. Окреслено складові елементи процесу рендеру візуалізатора VRay. Розроблено оптимальну послідовність налаштувань параметрів візуалізатора та оптимізацію процесу рендеру.
The results of three-dimensional scenes visualization created by the 3ds Max program are presented. The components of VRay render in renderering are shawn. The optimal sequence of settings for parameters of the visualizer and optimization of rendering are developed.
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Дуванов, С. С. "Комплекс інтерактивних тренажерів для вивчення технологій анімації в 3ds Max." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/86877.

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Дипломний проєкт присвячено розробці серії інтерактивних веб-тренажерів для вивчення основ створення анімації в програмі 3Ds Max. В роботі проведено аналіз предметної області та існуючих аналогів, розглянуто їх недоліки та переваги. Обрано засоби та технології реалізації проєкту. Виконано моделювання роботи серії веб-тренажерів з використанням методологій IDEF0 та UML, проведено планування робіт. Розроблено дизайн інтерфейсів, створено теоретичні блоки та блоки із завданнями для кожного веб-тренажера із серії. Результатом виконання проєкту є розроблена серія веб-тренажерів для вивчення основ створення тривимірної анімації в програмі 3ds Max для дистанційного курсу дисципліни "Технології анімації та візуалізації" університету СумДУ за темами: "Кінематика пов'язаних об'єктів", "Анімація об'єктів Bones", "Анімація за ключовими кадрами".
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Itoh, Daiki. "Force Haptic Interaction for Room-Scale 3D Painting." Research Showcase @ CMU, 2018. http://repository.cmu.edu/theses/134.

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Artistic painting involves mastery of haptic interaction with tools. Each tool brings unique physical affordances which determines an aesthetic expression of the finished work. For instance, a pen offers an ability to make a precise stroke in a realism painting, whereas a thick brush or a sponge works perfectly with dynamic arm movement in the abstract art such as action painting. Yet the selection of a tool is just a beginning. It requires repetitive training to understand the full capability of the tool affordance and to master the painting of preferred aesthetic strokes. Such physical act of an artistic expression cannot be captured by the computational tools today. Due to the increasing market adoption of augmented reality and virtual reality, and the decades of studies in haptics, we see an opportunity for advancing 3D painting experiences in non-conventional approach. In this research, we focus on force haptic interaction for 3D painting art in a room-scale virtual reality. We explore virtual tangibility and tool affordance of its own medium. In addition to investigating the fidelity of a physical interactivity, we seek ways to extend the painting capabilities by computationally customized force feedback and metaphor design. This system consists of a wearable force feedback device that sits on user’s hand, a software for motor control and real-time 3D stroke generation, and their integration to VR platform. We work closely with an artist to refine the 3D painting application and to evaluate the system’s usability.
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Борщова, С. П., and К. В. Донець. "Можливості застосування плагіну Populate: Terrain для моделювання ландшафтних сцен в 3DS Max." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/4351.

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Jego, Jean-François. "Interaction basée sur des gestes définis par l’utilisateur : Application à la réalité virtuelle." Thesis, Paris, ENMP, 2013. http://www.theses.fr/2013ENMP0033/document.

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Ces travaux de recherche proposent une nouvelle méthode d'interaction gestuelle. Nous nous intéressons en particulier à deux domaines d'application : la thérapie à domicile par la réalité virtuelle et les arts scéniques numériques. Nous partons du constat que les interfaces standardisées ne sont pas adaptées à ces cas d'usage, car elles font appel à des gestes prédéfinis et imposés. Notre approche consiste à laisser la possibilité à l'utilisateur de faire apprendre ses gestes d'interaction par le système. Cela permet de prendre en compte ses besoins et aptitudes sensorimotrices. L'utilisateur réutilise ensuite son langage gestuel appris par le système pour interagir dans l'environnement virtuel. Cette approche pose des questions de recherche centrées sur la mémorisation, la rétroaction visuelle et la fatigue. Pour aborder ces trois aspects, nous étudions d'abord le rôle de l'affordance visuelle des objets et celui de la colocalisation dans la remémoration d'un corpus de gestes. Ensuite, nous évaluons l'influence de différents types de rétroactions visuelles sur l'évolution des gestes répétés par l'utilisateur dans une série de tâches de manipulation. Nous comparons également les performances entre des gestes d'amplitude réaliste et des gestes d'amplitude faible pour effectuer la même action. Aussi, nous attachons une importance à rendre l'interface accessible en utilisant des dispositifs bas coûts et peu intrusifs. Nous explorons les moyens de pallier les contraintes techniques liées aux systèmes peu performants. Pour cela, nous avons conduit des expériences où plus de six mille gestes proposés par une quarantaine d'utilisateurs ont été étudiés
In this thesis, we propose and evaluate new gestural interfaces for 3DUI. This work is motivated by two application cases: the first one is dedicated to people with limited sensory-motor abilities for whom generic interaction methods may not be adapted. The second one is artistic digital performances, for which gesture freedom is part of the creative process. For those cases, a standardized approach is not possible and thus user-specific or dedicated interfaces are needed. We propose a user-defined gestural interaction that allows the user to make the system learn the gestures that he has created, in a specific phase, prior to using the system. Then, the user reuses his created gestures to interact in the virtual environment. This approach raises research questions about memorization of gestures, effects of fatigue and effects of visual feedbacks. To answer those questions, we study the memorization of user created gestures regarding the role of affordances and colocalization on gesture recall. Then, we study the role of different visual feedbacks on gesture repetitions for a set of manipulation tasks. We also compare full-collocated gestures to loose gestures with lower amplitude. Also, the approach has been designed to be affordable using low-cost devices. We explore solutions to deal with the lower data quality of such devices. The results of the user-studies are based on the analysis of six thousand gestures performed by forty subjects
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Hadjichristofi, George Costa. "IPSec Overhead in Wireline and Wireless Networks for Web and Email Applications." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/35710.

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This research focuses on developing a set of secure communication network testbeds and using them to measure the overhead of IP Security (IPSec) for email and web applications. The network testbeds are implemented using both wireline and wireless technologies. The testing involves a combination of authentication algorithms such as Hashed Message Authentication Code-Message Digest 5 (HMAC-MD5) and Hashed Message Authentication Code-Secure Hash Algorithm 1 (HMAC-SHA1), implemented through different authentication protocols such as ESP and AH, and used in conjunction with the Triple Digital Encryption Standard (3DES). The research examines the overhead using no encryption and no authentication, authentication and no encryption, and authentication and encryption. A variety of different sizes of compressed and uncompressed files, are considered when measuring the overhead. The testbed realizes security using IPSec to secure the connection between different nodes. The email protocol that is used is the Simple Mail Transfer Protocol (SMTP) and the web protocol considered is the Hyper Text Transfer Protocol (HTTP). The key metrics considered are the network load in bytes, the number of packets, and the transfer time. This research emphasizes the importance of using HTTP to access files than using SMTP. Use of HTTP requires fewer packets, lower network loads, and lower transfer times than SMTP. It is demonstrated that this difference, which occurs regardless of security, is magnified by the use of authentication and encryption. The results also indicate the value of using compressed files for file transfers. Compressed and uncompressed files require the same transfer time, network load and number of packets since FreeS/WAN IPSec does not carry any form of compression on the data before passing it to the data link layer. Both authentication algorithms, HMAC-MD5 and HMAC- SHA1, result in about the same network load and number of packets. However, HMAC-SHA1 results in a higher transfer time than HMAC-MD5 because of SHA1's higher computational requirements. ESP authentication and ESP encryption reduce the network load for small files only, compared to ESP encryption and AH authentication. ESP authentication could not be compared with AH authentication, since the FreeS/WAN IPSec implementation used in the study does not support ESP authentication without using encryption. In a wireless environment, using IPSec does not increase the network load and the number of transactions, when compared to a wireline environment. Also, the effect of security on transfer time is higher compared to a wireline environment, even though that increase is overshadowed by the high transfer time percentage increase due to the wireless medium.
Master of Science
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Є, Рижавський К., and Євген Володимирович Мартин. "Дослідження режиму полігонального моделювання Еditable poly у 3ds max для формування 3d-моделей." Thesis, Проблеми та перспективи розвитку системи безпеки життєдіяльності: Зб. наук. праць ХVІ Міжнар. наук.-практ. конф. молодих вчених, курсантів та студентів. – Львів: ЛДУ БЖД, 2021, 2021. http://sci.ldubgd.edu.ua:8080/jspui/handle/123456789/8324.

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Edström, Sofie. "Interior visualization of an office in Braxen 3." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94545.

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Den här rapporten beskriver ett antal olika visualiseringstekniker som testats med hjälp av 3ds Max Design 2012, Revit Architecture 2012 samt Photoshop CS5. Syftet var att ta reda på om de kunde användas vid interiör visualisering och hur de används. Projektet grundar sig i att White Arkitekter AB arbetar med utvecklingen av sitt blivande kontor i Braxen 3 och de ville testa de olika teknikerna i utvecklingssyfte i samband med designutveckling av kontoret. Visualiseringsteknikerna beskrivs utifrån vad de kan användas till och vad de har används till i de tre olika scener som byggts upp med hjälp av programmen, men även hur arbetsgången fungerade. Viss jämförelse mellan olika tekniker och olika sätt att utföra samma tekniker har gjorts. Till en början beskrivs hur modelleringen av scenerna har gått till. Efter det beskrivs de tekniker som används för att utveckla de tre olika scenerna och för att nå ett resultat i form av ett antal slutrenderingar som sedan redovisas i resultatdelen. Slutsatsen som drogs var att alla de tekniker som beskrivits är tillämpbara för interiör visualisering rent praktiskt, men de kanske inte är tillämpbara av tids- och kostnadsaspekter. Sedan diskuterar författaren kring teknikernas användbarhet och åsikter som utvecklats kring teknikerna och arbetsgången under arbetets genomförande.
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Wingrave, Chadwick A. "Concept-Oriented Design in Chasm: Conversational Domain Language Inspired 3D User Interface Design and Development." Diss., Virginia Tech, 2008. http://hdl.handle.net/10919/28571.

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In my experience, novel ideas for 3D interaction techniques greatly outpace developers' ability to implement them, despite the potential benefit of these ideas. I believe this is due to the inherent implementation complexity of 3D interfaces, without sufficient support from methods and tools. Believing a developer-centric representation could overcome this problem, I investigated developer practices, artifacts and language. This resulted in the theory of Concept-Oriented Design and Chasm, a prototype realization of the theory. The key feature of Concept-Oriented Design is its use of developer-centric representations to create a multi-tiered implementation, ranging from an envisioned behavior expressed in conversational language to low-level code. Evaluation of Chasm by domain experts and its use in multiple case studies by volunteer developers has demonstrated that Concept-Oriented Design in Chasm addresses many of the problems of 3D design and development.
Ph. D.
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Ясменко, В. Р., and К. В. Донець. "Аналіз можливостей візуалізатора NVIDIA Iray у порівнянні з візуалізатором V-Ray програми 3DS Max." Thesis, КНУТД, 2016. https://er.knutd.edu.ua/handle/123456789/4360.

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Erlandsson, Hampus. "Decision support for new travel center in Norrköping." Thesis, Linköpings universitet, Kommunikations- och transportsystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-134386.

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Beslutsunderlag för nya resecentrum Norrköping i samband med den nya järnvägen Ostlänken. Detta arbete utgör en del av det beslutsunderlag som Norrköpings kommun tagit fram i samband med det nya resecentrumet. Rapporten avhandlar uppbyggandet av en 3d-modell av resecentrumet i 3ds-max samt enkel visualisering i Lumion 3D. Arbetet avhandlar också användandet av interaktiv visualisering som en del av tidig planeringsprocess. Interaktiv visualisering innebär att modeller byggs upp på plats istället för att bollas mellan parter Användandet av interaktiv visualisering har positiva effekter på bland annat samarbete, interaktion mellan beställare och konsulter samt för inlevelsen i hur olika designer påverkar rummet. Det sparar även tid genom att beslut om ett förslag kan tas snabbare än om man skulle bolla förslag mellan parter. Den lindrar också inlåsningseffekter, att man fastnar i en design. Tidiga modeller gör det också lättare för konsulter att tolka olika förslag och som ett komplement till traditionella 2d-ritningar.
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Syversen, Eva. "Wayshowing i Visualiceringscenter C : Jämförelse av observationer under skyltskapande i virtuell miljo." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-80934.

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Denna kandidatuppsats behandlar wayshowing i en 3D-modell av Visualiseringscenter C, Norrköping. Syftet är att undersöka olika sätt att göra skyltar i virtuell miljö och vilket sätt som är mest lättarbetat för användaren som ska skapa dessa skyltar. Uppsatsen utgår från teori om wayshowing och om hur en bra skylt ska se ut för att uppfylla sitt syfte. Med hjälp av denna teori har skyltar skapats i en 3D-miljö. Det insamlade materialet som resultaten är baserade på kommer från två strukturerade observationer och en intervju. Deltagaren och observatören i observationerna var författaren själv och under intervjun hördes en student med liknande erfarenheter kring grafisk design och 3D som författaren. I observationerna testades två sätt att skapa skyltar; ett sätt där texturen gjordes innan skyltarna tillverkades i 3D-miljön och ett sätt där texturen gjordes efter det att skyltarna hade tillverkats i 3D- miljön. Resultaten från observationerna visar att det senare sättet är smidigast att använda eftersom det är lättare att anpassa texturen till skylten efter det att skylten har blivit modellerad i 3D. Observationerna undersökte även vilka digitala processer som användes och vilken tid de processerna tog. Under observationerna framkom att rendering var den digitala process om användes flest gånger. Den process som ansågs ta mest tid var så kallade tutorials, att ta reda på och införskaffa kunskap om hur ett moment kan utföras. Observationerna visade även att det är tidssparande att återanvända kameror, material och 3D-modeller.
This bachelor thesis is about wayshowing in a 3D model of Visualiseringscenter C, Norrköping. The aim is to examine different ways to make signs in a virtual environment and which of these ways is the easiest to apply for the user. The essay is based on theory regarding wayshowing and how a good sign should look in order to fulfill its purpose. With the use of this theory, signs have been created in a 3D environment. The collected data which the results are based on comes from two structured observations and one interview. The participant and the observer of the observations was the author herself and the interview was done with a student who has similar experiences in graphic design and 3D as the author. The observations evaluated two different ways to create signs. One way in which the texture was made before the signs were made in the 3D environment and one way in which the texture was made after the signs had been manufactured in the 3D environment. The results of the observations show that the latter approach is more convenient to use because it is easier to adjust the texture after the sign has been created. The observations also considered the digital processes used and the time spent on these processes. The observations revealed that rendering was the most used digital process. The digital process which was most time consuming was the use of tutorials, i.e. to acquire knowledge of how an previously unknown digital process could be performed. The observations also revealed that re-use of cameras, materials, and 3D models was time saving.
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Анісімов, Костянтин Віталійович, Д. В. Горбатенко, and А. В. Ліповська. "Моделювання віртуального 3D-макету Національного технічного університету "Харківський політехнічний інститут" в програмній системі Autodesk 3ds Max." Thesis, НТУ "ХПІ", 2013. http://repository.kpi.kharkov.ua/handle/KhPI-Press/3192.

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Войцеховський, Я. С., and В. С. Зубко. "Візуалізація високополігональних моделей в 3D MAX." Thesis, Сумський державний університет, 2014. http://essuir.sumdu.edu.ua/handle/123456789/38748.

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Проведення профорієнтаційної роботи на факультеті ЕлІТ з метою збільшення контингенту студентів наразі є важливою та актуальною задачею. Щоб привернути увагу майбутніх абітурієнтів до спеціальностей факультету використовуються в тому числі і рекламні відеоролики.
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Oden, Charles Dean. "The Effect of Wisdom in Organizations on Team Cohesiveness, Interpersonal Trust, and Intrinsic Job Satisfaction, Partially mediated by Emotional Intelligence." NSUWorks, 2011. http://nsuworks.nova.edu/hsbe_etd/86.

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Wisdom, though ancient in concept, has only recently grown in empirical research. Often seen as the pinnacle of human development, wisdom includes the key aspects of exceptional insight, reflection, discernment, knowledge, and judgment, which are required for guiding the long-term future of an organization. Wisdom is believed to enhance an organization's ability to work towards multiple goals simultaneously, assist in appropriately assigning priorities, and lessen the organization's reliance on guidance or rules. Utilizing simultaneous regression analysis, available through partial least squares modeling, this research study included 230 full time non-instructional staff from both a traditional university setting and numerous branch offices. The collective wisdom of individuals in a business setting, measured as a composite of the three dimensions (cognitive, affective and reflective), significantly increased team cohesiveness, cognitive-based and affective-based interpersonal trust, and intrinsic job satisfaction. The reflective wisdom factor of lack of self-pity or resentment provided the largest effect upon all three organizational measures. Perspective-taking significantly increased both team cohesiveness and all four aspects of emotional intelligence. Though emotional intelligence did have many significant relationships with wisdom, it was not determined to serve as a mediating variable.
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Jennergren, Johan. "Storängen Söderköping- en visualisering av blivande ägarlägenheter på Storängen i Söderköping." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-74332.

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På Storängen i Söderköping bygger Bygg GG i Norrköping i samarbete med G Gunnarsons Fastighets AB ett hus innehållande 14 ägarlägenheter. Då försäljningen av lägenheterna startade innan huset var färdigt bestod den största delen av säljunderlaget av ritningar och skisser. Syftet med examensarbetet var att utföra en visualisering av det blivande husets yttre i form av en digital 3d-modell samt att visa hur några av de blivande lägenheterna skulle komma att se ut. Då många av lägenheterna i huset liknar varandra togs beslutet att visualisera tre av husets lägenheter. Rapporten beskriver hur arbetet med att ta fram visualiseringen genomförts. Den ger även en inblick i visualiseringsprocessen samt de programvaror som använts för projektet. Projektet kan delas in i två delar. En exteriör del och en interiör del. I den exteriöra delen byggdes en 3d-modell av huset i 3d-programmet Google SketchUp som är ett lättanvänt program för att skapa digitala skisser och 3d-modeller. Modellen som kopplades samman med programmet Google Earth som är en ”digital jordglob” visar hur husets yttre skulle komma att se ut. Till den interiöra delen, som var projektets huvuddel byggdes en ny modell i samma program som den tidigare modellen. Modellen exporterades till 3d-programmet Autodesk 3ds Max där texturering, ljussättning och rendering för tre av de fjorton lägenheterna i huset genomfördes. 3ds Max som är ett mer avancerat program än SketchUp, ger användaren möjligheten att göra verklighetstrogna visualiseringar. Från 3ds Max renderades totalt 36 olika bilder fram från de tre lägenheterna. Ett urval av bilderna användes senare som säljunderlag för lägenheterna.
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Benediktsdottir, Ásdis. "Analysing a Harvest Moon : On the translation of role language in Bokujō Monogatari: Hajimari no Daichi for the Nintendo 3DS." Thesis, Stockholms universitet, Tolk- och översättarinstitutet, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-118401.

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This thesis seeks to introduce the concept of role language in translation in the context of video game localisation. There is very little written on the subject of role language in translation from Japanese to English, and none which pertains to role language in video games. There is also a seeming deficiency of reliable literature regarding the product of translation in video game localisation, analysing what was done and what effects it may have had on the finished product. By analysing the particular role language profiles of selected characters from Bokujō Monogatari: Hajimari no Daichi for the Nintendo 3DS, this thesis hopes to serve as a stepping stone towards a new area of video game localisation. Eight non-playable characters, four male and four female, were analysed to create their respective role language profiles. Four scenarios were chosen for each character: the first and last heart event, the love confession and the married life sequence. The translations of each of these scenarios were analysed, along with how the respective characters were linguistically portrayed. The study found that although many characters were found to retain most of their original linguistic profiling in translation, there were instances where misconception of the source text could have been a factor. The translations where this rather than a different linguistic profile altered the character’s perception, the translations were often ST-oriented. In translations where the characterisation had been unaltered, predominantly it seemed the result of a critical distance from the ST and willingness on the translator’s part to take creative liberties. Role language is an integral feature of Japanese popular fiction, and it would seem that the fictional realms of video games are no exception. Although this thesis has studied only a limited sample, it would not be entirely out of line to draw the initial conclusion that to take a step back from the source material and instead focus on conveying a perception of a character rather than follow the written script, seems to result in a character portrayal in the target text similar to that in the source text.
Denna uppsats ämnar introducera översättning av rollspråk som en del av spellokalisering. Det finns inte mycket skrivet om rollspråk i översättning från japanska till engelska, och inget som åsyftar rollspråk i spel. Det finns även en märkbar brist på studier som behandlar översättning som slutprodukt inom sammanhanget spellokalisering. Genom att analysera utvalda karaktärer från Bokujō Monogatari: Hajimari no Daichi till Nintendo 3DS och hur deras respektive rollspråksprofiler ter sig i översättning, är förhoppningen att denna uppsats ska tjäna som ett första steg mot ett nytt område inom spellokalisering. Åtta karaktärer, fyra manliga och fyra kvinnliga, valdes ut och analyserades för att bygga deras respektive rollspråksprofiler. Fyra videoklipp valdes ut per karaktär, första och sista hjärte-händelsen, kärleksbekännelsen, och livet som gifta. Översättningarna av dessa analyserades, tillsammans med hur de respektive karaktärerna framställdes språkligt. Studien fann att trots att flera av karaktärerna i stort behöll sina ursprungliga språkprofiler i översättning, fanns det tillfällen då källtexten kan ha missuppfattats. Översättningar där detta snarare än en annorlunda framställning av karaktären var skillnaden, visade sig ofta vara mer källtextsorienterade. I översättningar där karaktäriseringen tedde sig likartad, verkar det vara resultatet av ett kritiskt omdöme och avstånd från källtexten tillsammans med översättarens villighet att ta sig friheter med källan. Rollspråk är en väsentlig del i japansk populärlitteratur och populärkultur, och det verkar inte som att spel i sammanhanget skulle vara något undantag. Trots att denna uppsats endast har analyserat ett begränsat urval verkar det inte helt omöjligt att kunna dra en första slutsats där att ta ett steg tillbaka från källtexten och istället lägga fokus på att förmedla en uppfattning av en karaktär, snarare än det skrivna manuset, mycket väl kan leda till en karaktärisering i måltexten som är mer lik samma i källtexten.
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Lindström, Daniel, and Henrik Hedlund. "Webbsida med interaktiv banguide." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2244.

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This degree project is made for Sundbyholms Golf&Country Club in Eskilstuna. The aim of the report is to produce a website which include a golf course interactive guide and an online game. Programs that have been used during the project are Adobe Photoshop, Macromedia Dreamweaver, Macromedia Director, Discreet 3DS Max and the plug-in 3DS Max Exporter. The choice of programs are based on experience and knowledge from the university education Media and Communication Engineering at Linköping University.

The golf course guide contains a 2D-guide (image) and a 3D-guide (interactive image). The guides have an image overview of each hole, with liked key points to photograph’s. The photos gives the user a physical view of the course. In the 3D-guide the visitor can “look around” in the view. The interactiv photo is created in 3DS Max combined with Director. The online game, Minituregolf, was programed in Directors own language Lingo.

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Chromečka, Jiří. "Analýza šifrovacích metod pro klonování disků." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255381.

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The presented text deals with designing of a multilingual application and its following implementation in the C++ language. The application encrypts disk volumes with Microsoft Windows system using symmetric cryptography and password authentication, where the password security strength is verified. Securing the sensitive data is one of the important security goals in area of information technology. The symmetric cryptography uses the same key for both the encryption and the decryption and due to its speed it is suitable for the data storage encryption. For the higher security it is possible to encrypt a whole disk volume with sensitive data.
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Jego, Jean-François. "Interaction basée sur des gestes définis par l'utilisateur : Application à la réalité virtuelle." Phd thesis, Ecole Nationale Supérieure des Mines de Paris, 2013. http://pastel.archives-ouvertes.fr/pastel-00944726.

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Ces travaux de recherche proposent une nouvelle méthode d'interaction gestuelle. Nous nous intéressons en particulier à deux domaines d'application : la thérapie à domicile par la réalité virtuelle et les arts scéniques numériques. Nous partons du constat que les interfaces standardisées ne sont pas adaptées à ces cas d'usage, car elles font appel à des gestes prédéfinis et imposés. Notre approche consiste à laisser la possibilité à l'utilisateur de faire apprendre ses gestes d'interaction par le système. Cela permet de prendre en compte ses besoins et aptitudes sensorimotrices. L'utilisateur réutilise ensuite son langage gestuel appris par le système pour interagir dans l'environnement virtuel. Cette approche pose des questions de recherche centrées sur la mémorisation, la rétroaction visuelle et la fatigue. Pour aborder ces trois aspects, nous étudions d'abord le rôle de l'affordance visuelle des objets et celui de la colocalisation dans la remémoration d'un corpus de gestes. Ensuite, nous évaluons l'influence de différents types de rétroactions visuelles sur l'évolution des gestes répétés par l'utilisateur dans une série de tâches de manipulation. Nous comparons également les performances entre des gestes d'amplitude réaliste et des gestes d'amplitude faible pour effectuer la même action. Aussi, nous attachons une importance à rendre l'interface accessible en utilisant des dispositifs bas coûts et peu intrusifs. Nous explorons les moyens de pallier les contraintes techniques liées aux systèmes peu performants. Pour cela, nous avons conduit des expériences où plus de six mille gestes proposés par une quarantaine d'utilisateurs ont été étudiés.
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Міщенко, Я. Я. "Інтерактивний квест-додаток для візуалізації інтер'єру музею-садиби Івана Котляревського м. Полтава." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/81414.

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Тема роботи: "Інтерактивний квест-додаток для візуалізації інтер'єру музею-садиби Івана Котляревського м. Полтава". Провелись дослідження сфери роботи та аналіз предметної області, здійснено порівняння схожих робіт. Встановлено мету та перелік всіх задач, здійснено вибір методу, завдяки якому проект вдалось реалізувати. Спроектовано та додано елементи інтер’ру візуалізацію та додавання інтерактивних елементів. Детально викладено всі кроки по практичному втіленню проекту в життя в хронологічному порядку, перераховано застосовані інструменти. Результатом реалізації даного проекту став готовий квест-додаток з візуалізованим інтер'єром музею-садиби Івана Котляревського м. Полтава. Вона включає в себе окремі елементи декору, заплановані кімнати згідно оригінального музею, ігрові елементи.
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Oduyiga, Adeshola Oyesanya. "Security in Cloud Storage : A Suitable Security Algorithm for Data Protection." Thesis, Mittuniversitetet, Avdelningen för informationssystem och -teknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-34428.

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The purpose of this thesis work was to conduct a general research on existing security techniques and come up with a considerable algorithm for data security in cloud storage. Cloud storage is an infrastructure or is a model of computer data storage in which the digital data is stored in logical pools. It unifies object storage for both developers and enterprises, from live applications data to cloud archival. It help to save valuable space on PC computers or mobile devices and provides the easy storage and access of data anywhere in the world. However, just as the benefits of cloud computing abounds, so also are the risks involved. If data are not well secured or encrypted before deployment for storage in the cloud, in case of negligence on the side of the developers, then hackers can gain unauthorized access to the data. The behavior of existing security algorithms on data were studied, the encryption and decryption process of the each algorithm on data was studied and also their weaknesses against attacks. Apart from data encryption, security policies also plays an important roll in cloud storage which was also covered in this report. The research work was conducted through the use of online publications, literature review, books, academic publications and reputable research materials. The study showed that regardless of the challenges in cloud storage, there is still a suitable algorithm for protecting data against attack in the cloud.
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Andersson, Björn, and Martin Valfridsson. "Digital 3D Facial Reconstruction Based on Computed Tomography." Thesis, Linköping University, Department of Science and Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2862.

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Despite the introduction of DNA-analysis for identification of human remains (1997-2000) several cases exist where the deceased remain unidentified. Approximately ten percent of unknown deceased persons can not be identified by dental status or other present methods. During the year 2003 alone, seven individuals, in Sweden, remain unidentified.

Increase in travel in Europe will lead to more discoveries of foreign human remains in Sweden. In these cases, dental and medical records are often unavailable for the identification process. When reconstructing a face from a skull, a technique with so called landmarks is used. These landmarks define the distance between the skull and the skin.

Today the reconstruction is performed by a forensic artist applying modelling clay to a cast of the skull according to the placement of the landmarks. This method is considered unethical since it involves manipulation of the skull. Another drawback with this method is that it is very time consuming and changes and modifications of the model are hard to do.

This thesis presents the possibilities of digitally, in 3D, reconstructing deceased persons'faces based on computed tomography of skulls. This is done by presenting our PC based 3D modelling tool that we have implemented in Discreet 3ds max. By developing and testing our software we have shown that digital 3D facial reconstruction can be performed by acquiring data from CT and performing the reconstruction process in 3ds max withhelp from our software.

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Cleve, Oscar, and Aleks Durowicz. "Increasing Commitment during PLM Implementation through Change Management : A Case Study at Dassault Systèmes." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-296356.

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Product Lifecycle Management (PLM) is a way for manufacturing companies to counter the challenge of managing product information through its lifecycle. Change management is often overlooked during PLM implementations. This can lead to project failure and negative consequences for organizations. Additionally, one shortcoming of change management in PLM implementation is not considering individual commitment to change. Therefore, this case study’s purpose was to explore how change management can increase end-user commitment and thereby contribute to improved PLM implementations. This was investigated by performing a qualitative case study of Dassault Systèmes and their PLM implementation project at four different customer organizations: Saab Dynamics, Jaguar Land Rover, Scania, and Ericsson. Sixteen individuals involved in the PLM projects, evenly distributed between Dassault Systèmes’ employees and customer representatives, were interviewed. The collected data was analyzed using a theoretical framework based on change management and commitment. The study identified four key areas of change management for increasing end-user commitment during PLM implementation: (1) vision, (2) top management, (3) training, and (4) individual treatment. An overview of the suggested recommendations within each area is: (1) a specific vision and a sense of urgency should be created and communicated; (2) top management, including the CEO, should be committed to the project and communicate to the end-users; (3) training should be continuous, adapted to the end-users and include other purposes that teaching about the PLM tool; and (4) different end-users should be managed differently and be included in implementation project. These conclusions contribute to the research field of PLM implementation by improving the understanding of how change management can increase the end-users’ commitment in PLM implementation projects.
Product Lifecycle Management (PLM) är ett sätt för tillverkande företag att möta sina utmaningar med att hantera produktinformation genom produktens livscykel. Förändringsledning förbises ofta under PLM-implementationer. Detta kan leda till misslyckade projekt och negativa konsekvenser för organisationer. En ytterligare brist i förändringsledningen inom PLM-implementationer är att inte ta hänsyn till individuellt engagemang till förändring. Därför var den här fallstudiens syfte att utforska hur förändringsledning kan öka slutanvändarnas engagemang och därigenom bidra till förbättrade PLM-implementationer. Detta undersöktes genom att utföra en kvalitativ fallstudie av Dassault Systèmes och deras PLM-implementationsprojekt hos fyra olika kundorganisationer: Saab Dynamics, Jaguar Land Rover, Scania och Ericsson. Sexton individer som var involverade i PLM-projekten, jämnt fördelade mellan Dassault Systèmes-anställda och kundrepresentanter, intervjuades. De insamlade uppgifterna analyserades med hjälp av ett teoretiskt ramverk baserat på förändringsledning och engagemang. Studien identifierade fyra viktiga områden inom förändringsledning för att öka slutanvändarens engagemang under PLM-implementationer: (1) vision, (2) företagets ledning, (3) utbildning och (4) individuell behandling. En översikt över de föreslagna rekommendationerna inom varje område är: (1) en specifik vision och en känsla av brådska bör skapas och kommuniceras; (2) företagets ledning, inklusive VD:n, bör vara engagerad i projektet och kommunicera till slutanvändarna; (3) utbildningen bör vara kontinuerlig, anpassad till slutanvändarna och inkludera andra syften än att lära ut PLM-verktyget; (4) olika slutanvändare bör hanteras annorlunda och inkluderas i implementationsprojektet. Dessa slutsatser bidrar till forskningen inom PLM-implementationer genom att förbättra förståelsen för hur förändringsledning kan öka slutanvändarnas engagemang i PLM-implementationsprojekt.
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Васюхно, К. В. "Інтерактивний квест-додаток для популяризації заходів легкоатлетичного манежу СумДУ." Master's thesis, Сумський державний університет, 2020. https://essuir.sumdu.edu.ua/handle/123456789/81422.

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Дипломний проект присвячений розробці інтерактивного квест-додатку з використанням 3D моделі легкоатлетичного манежу СумДУ. В роботі проведено аналіз предметної області з аналізом існуюих аналогів проєкту, визначення мети проекту, засобів реалізації, планування та проектування роботи. Представлена поетапна розробка високоякісної 3D моделі, показані налаштування та призначення матеріалів та текстур, налаштування оточення та рендерінг зображень ракурсів. Також представлена поетапна розробка інтерактивного квсет-додатку, показані налаштування сцени, матеріалів, ландшафту, створення персонажа, питань зашифрованих підказками, реалізація логіки гри. Після реалізації проекту проведено огляд квест-додатку на відповідність якості. Результатом проведеної роботи є інтерактивний квест-додаток для популяризації заходів легкоатлетичного манежу СумДУ з файлами гри.
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Криштоп, М. О. "Платформа з вивчення зразків озброєння та військової техніки." Master's thesis, Сумський державний університет, 2018. http://essuir.sumdu.edu.ua/handle/123456789/71866.

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Дипломний проект присвячений розробці платформи з вивчення бойової машини ПТРК 9П149. В роботі проведено аналіз існуючих платформ та тренажерів з різного виду озброєння, а також проведено проектування платформи. В роботі представлено створення 3D зразка бойової машини, текстурну розгортку корпусу та окремих елементів, анімацію ураження цілі та руху ПТРК 9П149. Процес імпорту моделі та різних видів анімації до UNREAL ENGINE 4. Результатом проведеної роботи є створення платформи з вивчення зразків озброєння та військової техніки з можливістю подальшого створення рівнів та її наповнення новими зразками техніки.
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Черевко, Д. П. "Інформаційна технологія проектування віртуального музею комп’ютерної техніки." Master's thesis, Сумський державний університет, 2019. http://essuir.sumdu.edu.ua/handle/123456789/76431.

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Обране програмне забезпечення для створення 3d моделей. Після аналізу недоліків та переваг сучасних програм для реалізації віртуального музею було вибір впав на програму Autodesk 3ds Max, що дозволяє створювати найскладніші 3д моделі з максимальної чіткістю та реалістичністю. Обраний метод інтеграції 3d моделі в веб додаток. Ним послугував компонент Verge3D. Використовуючи сучасне рішення для WebGL Verge3D можна досягти економії місця на сервері завдяки можливості зберігання об’єктів в хмарному сховищі та легко інтегрувати у веб додаток. Обраний метод створення веб-додатку. Після аналізу сучасних фреймворків для створення веб сервісів для реалізації віртуального музею було обрано Spring Framework в тому числі Spring MVC, Spring Data JDBC, Spring Security. Поєднано вибрані методи рішення в одну інформаційну технологію. Створено технологію роботи інформаційної системи. Розробленні схеми та діаграми для веб додатку. Було розроблене програмне забезпечення для функціонування віртуального музею, а також протестована розроблена інформаційна система.
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Арістархов, В. С. "Віртуальна екскурсія секцією інформаційних технологій проектування Сумського державного університету." Master's thesis, Сумський державний університет, 2021. https://essuir.sumdu.edu.ua/handle/123456789/81987.

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Пояснювальна записка складається зі вступу, 4 розділів, висновків, списку використаних джерел із 31 найменувань, одного додатку. Загальний обсяг роботи − 52 сторінки, у тому числі 42 сторінки основного тексту, 3 сторінки списку використаних джерел, 8 сторінок додатку. В проекті було проведено аналіз віртуальних екскурсій, які є види, переваги та недоліки, сформульовано мету роботи та визначені задачі проекту, а також були обрано засоби реалізації роботи. Також були проведені всі етапи планування даного проекту та проектування. Розроблено календарний план робіт та були визначені ризики проекту. Розроблені діаграми у нотації IDEF0 і Use Case діаграму. Виконана розробка моделювання об’єктів, їх візуалізацію та експорт\імпорт до ігрового рушія. Проведено налаштування сцен та розроблено логіку роботи додатку. Результатом проведеної роботи є створений додаток віртуальної екскурсії секції ІТП Сумського державного університету, який дозволяє оглянути сцену секції, аудиторії, в яких знаходиться персонаж, та взаємодіяти з анімованими об’єктами сцен. Практичне значення роботи полягає у тому що створена віртуальна екскурсія може бути використана для ознайомлення із секцією ІТП користувачами, яких цікавить ця спеціальність.
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Azevedo, Marco Antonio de. "Modelagem facial 3D foto-realista para utilização em mídias de alta definição." reponame:Repositório Institucional da UFSC, 2012. https://repositorio.ufsc.br/handle/123456789/106781.

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Dissertação (mestrado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão, Programa de Pós-graduação em Design e Expressão Gráfica, Florianópolis, 2012
Made available in DSpace on 2013-12-05T22:20:43Z (GMT). No. of bitstreams: 0 Previous issue date: 2012
A modelagem 3D vem sendo muito utilizada na indústria de cinema e vídeo de alta definição de imagem. O rápido avanço tecnológico de computadores e aplicativos 3D tem permitido criar imagens cuja aparência se assemelha a uma imagem real, tal qual uma foto. Personagens 3D estão substituindo atores e dublês reais, permitindo a geração de cenas perigosas ou mesmo cenas antes impossíveis.Tendo como base os softwares 3D para a geração do modelo virtual e tendo em vista a gama de ferramentas que eles proporcionam para produzirem-se infinitos objetos via computador, esta pesquisa tem como principal objetivo propor processos de modelagem facial 3D foto-realista para utilização em animação em mídias de alta definição.A fim de atender ao objetivo geral exposto, foi realizada uma pesquisa-ação, que possui características tanto da prática rotineira, quanto da pesquisa científica. Do ponto de vista da natureza, trata-se de uma pesquisa classificada como aplicada, gerando conhecimentos para a aplicação prática. Em relação a abordagem, esta pesquisa é classificada como qualitativa.Desta forma, com base na fundamentação teórica, identificou-se os principais métodos de desenvolvimento de um modelo virtual 3D. Em se-guida, determinou-se recursos que permitam aumentar visualmente o realismo da imagem final. Por fim, o modelo desenvolvido foi aplicado

Abstract: The 3D modeling has been widely used in the industry of film and high definition video image. The rapid technological advancement of compu-ters and 3D applications has allowed to create images whose appearance resembles a picture just like a real photo. 3D characters are replacing real actors and stuntmen, allowing the generation of stunt scenes before or even impossible.Based on the 3D software to generate the virtual model and in view of the range of tools they provide up to produce infinite objects via compu-ter, this study discusses about construction of 3D human face modeling from a leading 3D software market media and digital entertainment today.Starting with a theoretical basis about the tools and technologies for the production of 3D modeling, this research addresses the entire process of building a 3D facial modeling photo-real animation for use in high-definition media.Aspects of modeling techniques, the photography use on textures, as well as the physical the physical aspects that have some correspondence to the real world within the virtual 3D environment such as lighting systems, are addressed in this research.The survey ends with the 3D model built, represented in a digital image rendered.
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Forsman, Maria, and Emma Stråle. "Produktionsflöde för rendering av bilder i katalogproduktion." Thesis, Linköping University, Department of Science and Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-4029.

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På IKEA går produktionsflödet för en produktbild i dagsläget från konstruktionsritning till fotografering via tillverkning och montering. En produkt som är färdig för tillverkning definieras av sin mekaniska konstruktion och sina ytegenskaper. Ledtiden och kostnaden för bildproduktionen skulle kunna minskas betydligt om produkten kunde avbildas redan i detta stadium, utan att finnas tillverkad. För detta ändamål såg IKEA en möjlighet i att introducera ett nytt produktionsflöde där avancerad datorgrafik, grafisk teknik och bildbehandling omvandlar konstruktionsritningen till produktbild. Ambitionen är att från ritningen ta ut en 3D-modell, placera den i en omgivning, ljussätta och belägga den med material och av detta skapa en tryckbar produktbild som uppfyller företagets höga kvalitetskrav.

Syftet med examensarbetet var att ta fram förslag på ett konkret sådant flöde genom att undersöka olika programvaror som skulle kunna användas samt att identifiera problemområden och komma med lösningsförslag på dessa. Flödet delades upp i de fem problemområdena konvertering, modellering, ljussättning, material och rendering som bearbetades parallellt. Fokus har under hela projektet legat på färghantering och upplevd bildkvalitet genom att korrekt färg- och detaljåtergivning i bilderna varit pekpinne och ledsagare.

Konstruktionsritningarna som görs i SolidWorks har konverterats till 3D-modeller med programvaran PolyTrans. I 3ds max har produktmodellerna satts in i en miljö som liknar den verkliga fotostudion, belysts och belagts med material. Efter en studie av olika programvaror för rendering beslutades det att mental ray skulle användas varpå alla bilder skapats med denna. mental ray är en komplex renderare som beräknar ljussättning fysikaliskt riktigt vilket bidrar till fotorealistiska bilder.

Examensarbetet handlade till mångt och mycket om att köra olika produkter genom flödet och testa med olika inställningar i de olika stegen. Flödet utvärderades kontinuerligt genom att bilderna som kom ut bedömdes visuellt. Dessutom genomfördes några tester för att undersöka inblandade programvarors eventuella brister vad gäller färghantering och upplevd bildkvalitet. Det slutliga resultatet av examensarbetet blev ett flöde som i stor utsträckning liknar arbetsflödet vid nuvarande bildproduktion. Med minimal insats från retuschavdelningen uppfyller bilderna de krav som ställs för att de skall kunna tryckas i IKEA katalogen.

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Горулько, Я. В. "Віртуальна 3D екскурсія прес-центром Сумського державного університету." Master's thesis, Сумський державний університет, 2019. http://essuir.sumdu.edu.ua/handle/123456789/75641.

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Дипломний проект присвячений розробці віртуальної 3D екскурсії прес-центром Сумського державного університету з файлами для подальшої демонстрації. В роботі проведено аналіз стану питання віртуальних екскурсій, сформульовано мету та задачі проекту, обрано засоби реалізації, проведені етапи планування та проектування виконуваного проекту і безпосередньо наведені етапи його реалізації. А саме показані етапи моделювання сцен та їх об’єктів, візуалізації та імпорту до ігрового рушія. Проведено налаштування сцен та розроблено логіку роботи додатку віртуальної екскурсії. Результатом проведеної роботи є створений додаток віртуальної 3D екскурсії прес-центром Сумського державного університету, що дозволяє оглянути сцену конгрес-центру у двох режимах (нічний та денний), сцену обраної аудиторії, взаємодіяти з анімованими об’єктами сцен та переглянути візуалізації обраного варіанту аудиторії. На основі даної віртуальної екскурсії може бути розроблений повноцінний інтерактивний додаток для підтримки планування заходів прес-центру СумДУ.
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Thorvaldson, Niclas, and Daniel Persson. "Utformning av konst- och musikhus med läge i unik miljö." Thesis, Linnéuniversitetet, Institutionen för teknik, TEK, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12526.

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Examensarbetets mål var att utforma två förslag på ett musik- och konsthus för placering i Växjösjön. Konstruktionen ämnas vara flytande och mobil.Gemensamt undersökte författarna byggnadens förutsättningar och möjligheter, i syfte att underlätta utformningsprocessen. Författarna utformade var sitt förslag. Det resulterade i två förslag med skilda arkitektoniska särdrag, skapade utifrån gemensamt stipulerade avgränsningar.Det ena förslaget är utformat med hjälp av geometriska former med raka sidor. Det kontrasterar mot det andra förslaget som har organiska och mjuka former.
The purpose of this thesis was to produce two alternative architectural designs, of a building, that will house various exhibitions and activities. Mainly those will be culture related; music and arts. The building is to be located in a Swedish lake, called Växjösjön, and the structure is intended to be placed on a floating hull.Initially the authors investigated, and discussed, what possibilities and limitations that were associated with the building. The authors then, separate from one another, created one alternative design each.The first of the two designs found its inspiration in different geometrical shapes, whereas the other was more of an organic design with a smooth and flowing architecture.
De digitala ritningarna finns att tillgå från författarna på begäran.
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Rettaroli, Andrea. "Applicazione di Secure Dynamic Messaging a dispositivi RFID." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21841/.

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In Applicazione di Secure Dynamic Messaging a dispositivi RFID si parla delle tecniche che vengono utilizzate per rendere i Tag, in particolare il NTAG 424 DNA Tag Tamper (NT4H2421Tx), interoperabili e sicuri all'interno di sistemi complessi.
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40

Rackwitz, Anja, and Markus Sterner. "Photorealistic Rendering with V-ray." Thesis, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-156.

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What makes an image photorealistic and how to pinpoint and understand how our mind interprets different elements in an image conditions? It is proposed that the phrase "imperfect makes perfect" is the key for the photorealistic goal in today’s 3D. There is a review of all the elements for the creation of one perfect image, such as Global Illumination, Anti-Aliasing and also a basic review of photography, how a scene is set up, color temperature and the nature of the real light. To put different theories to a test, the common three dimensional software 3D Studio Max was used with the V-Ray renderer. On a field trip to IKEA communications, we were assigned a project of a room scene containing a kitchen, with a finished scene model. A kitchen was created and experimented to reach a result where there is no visible difference between a computer generated image and the photography. Our result was not what we had hoped for due to many problems with our scene. We ourselves see this as a first step toward a scientific explanation to photorealism and what makes something photorealistic.

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Leal, Anamary. "Exploring the effectiveness of 3D file browsing techniques for file searching tasks." Honors in the Major Thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1285.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
Bachelors
Engineering and Computer Science
Early Childhood Education
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42

Černý, Miloš. "Komplexní animace v 3D Studiu Max." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236931.

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The goal of this project is to inform a reader about compact workflow of creating complex computer animation using 3D modelling and animation software 3ds Max. It guides him through the whole process from creating models, texturing and skinning them, to animation pointed at more difficult parts of the animation process. Beside the practical examples, this paper includes necessary theoretical explanation of particular problems. After reading this paper, the reader should be well acquainted with the compact process of creating the complex animation.
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43

Ševčík, Martin. "3D závodní hra pro platformu Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236353.

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This master's thesis deals with the possibilities of using open source 3D game engine Java Monkey Engine (jME) in developing applications for the Android platform. It includes theoretical knowledge for the jMonkey Engine architecture and the Android platform. In the following section, the thesis describes used techniques and external libraries in solving issues of interaction between jME and Android platform and of working with objects in the 3D scene and their way of implementation.
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44

Bergonzoni, Giacomo. "(at)tendaendo Il Cielo, progetto per una chiesa a Ottawa." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5494/.

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Progetto per una chiesa cattolica ad Ottawa, capitale del Canada. Nel lotto dove sorgeva la chiesa di Saint Charles su Beechwood Avenue, nel quartiere storicamente francofono di Vanier, si è progettata la nuova chiesa con le annesse opere parrocchiale. Dopo un'attenta analisi del sito sono state identificate le peculiarità storiche, paesaggistiche e socio-culturali della chiesa esistente e nel nuovo progetto si valorizzano i punti di forza del precedente edificio e li si integrano con un'architettura contemporanea. L'architettura sacra è stata sviluppata facendo riferimento all'archetipo della tenda che è, fin dalle origine della soria della salvezza cristiana, il tempio in cui Dio si rivela e in cui si rende presente fra gli uomini: "E il Verbo si fece carne e pose la sua tenda in mezzo a noi" (Giovanni 1, 14)
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45

Líbal, Jan. "Využití termovizní kamery pro měření teploty elektrických strojů." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-217964.

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The master‘s thesis deals with utilization of infrared camera for temperature measurement of electrical machines. The first part describes non-contact temperature measuring, the second part describes principle of sensors that evaluate quantity of incident infrared radiation. In the next part there is termovision camera SAT-HY 6800 presented and the instructional manual for SAT Report computer programme created. This computer programme is used for analyzing of termovision pictures from the SAT-HY 6800 termovison camera. The chapter 7 describes temperature measuring of one-phase asynchronous motor type J22TO484. The chapter 8 describes temperature measuring of semiconductor components of EC motor G6 series. Both of these motors are produced by ATAS elektromotory Náchod a.s. The last part of the thesis describes creation of animation of one-phase asynchronous motor type J22TO455. The animation was created in 3ds Max computer programme.
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Stein, Amelie. "Peptime-mediated interactions in high-resolution 3-dimensional structures." Doctoral thesis, Universitat Pompeu Fabra, 2010. http://hdl.handle.net/10803/7218.

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Proteins and protein interactions are involved in virtually all processes of life. Here we study interactions between globular domains and short linear motifs, which form a small interface ideal for transient interactions. Despite the small number of contacts involved, these domain-motif interactions (DMIs) are known to be highly specific in vivo. We have identified hundreds of instances of DMIs in high-resolution 3-dimensional (3D) structures to analyze the molecular basis of their high specificity. Furthermore, we have derived structural parameters to identify DMIs in 3D structures in a more general, motif-independent way. An important class of DMIs are kinase-substrate interactions. By combining the phosphorylation motif with different kinds of contextual information, we could predict substrates of the human kinase Aurora A. Lastly, we have incorporated DMIs into our database of 3D interacting domains (3did) to disseminate our results to the scientific community for future research.

Los procesos moleculares subyacentes a la mayoría de funciones biológicas implican la participación directa de una infinidad de proteínas y múltiples interacciones entre ellas. En esta tesis estudiamos un tipo particular de estas interacciones, de carácter transitorio y altamente específicas, dónde un dominio globular en una proteína reconoce un corto péptido lineal en otra (DMIs). En concreto, identificamos múltiples casos de DMIs en estructuras tridimensionales (3D) de alta resolución y analizamos las bases moleculares de su especificidad. Además, derivamos parámetros estructurales globales que nos permiten identificar nuevos casos de DMIs. Así mismo, y como caso práctico, combinamos el motivo de fosforilación propio de la quinasa humana Aurora A con diversas clases de información contextual para predecir y validar 90 nuevos substratos. Por último, incorporamos las caracterizadas DMIs en nuestra base de datos de interacciones en 3D (3did) con el fin de diseminar nuestros resultados entre la comunidad científica.
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Febriansyah and 宜安. "The Applications of 3ds max In Architectural Design Practice." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/79ngy6.

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碩士
國立臺灣科技大學
建築系
102
Architectural design plays a significant role in the components and elements of a structure to unify whole coherent and functional. In architecture, planning and designing are processes that performed simultaneously to facilitate future construction. Creative manipulation and coordination of material involve tools are assessed in terms of their ease of use (e.g. previous knowledge required, complexity of geometry input, etc.), efficiency (e.g. speed, render capabilities, etc.) and outcomes (e.g. presentation of results), etc. The study is based on the experiences in designing buildings for several competitions using 3ds Max software. There four steps in term of application 3ds Max as methodology for designing process that discussed in this paper are sketch, digital modeling, material, analysis day lighting and interior lighting. The result revealed some advantages architectural design process on utilization of 3ds Max software. First benefit is modelling that assists in locating mass of building form and eases in manipulating concept form. Second is implementation of material in design that affect lighting and visualization result. Third result is the proper use of light of exterior and interior light, and also recommendations building orientation. Final result is regulation of good visualization and animation in architectural design explanation. The potential of using 3ds Max shows opportunity to make large-scale changes in the final design process. It is possible to do almost whole analyses that needed in design process. All of the analyses that have been done is no longer valid since the shape and orientation of the building has changed
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CHEN, CHIEH-HSUAN, and 陳潔萱. "Using 3ds Max to Reproduce Woodworking Method – Dougong as an Example." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/89769w.

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碩士
逢甲大學
應用數學系
105
Now we can still have many of the ancient woody architecture. Woodworking method is using a lot of space geometry concept to make each component can be mosaicked tightly. It can make the building stand stable without using any reinforced materials and nails. In addition to preserve the woodworking method. It is also a major issue that how to make the use of woodworking method in the present technology. Modern technology is changing with each passing day, perhaps we can use 3D technology to construct a practical building in the future. Therefore, we use the 3D technology to preserve the traditional woodworking method currently.
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Liu, Yen-Ku, and 劉彥谷. "The Empirical Study of Financial Profitability of Taiwan Display, DRAM, LED & Solar (3D1S) Industries." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/96236606141965581044.

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碩士
國立交通大學
經營管理研究所
100
Industry has been fast changing, and firms in industry having advantages might lose its strength due to changing environment and competition. Especially in high tech industry, the high capital intensity and complex develop process require firm to constantly devote its resource to compete with others. The past well-performed industry might lose its competitive edge because of inefficient management. This raises my interest to explore some profit lagging technology firms, and Display, DRAM, LED & Solar (3D1S) are choose for this research. Based on Structure, Conduct, & Performance (S-C-P) model, this research uses industry variables and firm variables to examine Taiwan 3D1S firms’ financial performance. The research examined the factors related to financial performance measured by ROE. The result indicated that all 3D1S industry companies’ sales growth positively correlates to firm’s performance. High capital invested in fixed assets would negatively influence the company performance. Except solar industry, R&D activities would exert negative effect but with lagging positive effect to two year performance. The result is supported by empirical analysis of 94 Taiwanese stock listing technology manufacturing firms in 3D1S industries, and I hope to contribute managerial implication to related government policy maker, industry managers, and stockholders.
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50

Kramárik, Jakub. "Tvorba fotorealistických V-Ray materiálů a jejich aplikace v programu 3Ds Max." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-431038.

Full text
Abstract:
The thesis deals with introduction of V-Ray material properties and their production. By means of these materials it is possible to create physically accurate photorealistic surfaces of objects in visualisations in Autodesk 3Ds Max program. In the first part are described the characteristics of different surfaces and their optical properties depending on the impact of light. In this part are also analysed all V-Ray materials and their properties related specifically to visualisations of interiors. The thesis also deals with the issues of mapping onto objects and HDRI mapping. In the practical part the thesis pursues creating complex photorealistic V-Ray materials and their application on objects. In this part a tutorial for creating your own textures in grid editor is also made. In conjunction with created materials, these textures are used in a sample interior visualisation.
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