Academic literature on the topic 'Digital 3d technology'

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Journal articles on the topic "Digital 3d technology"

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Alexandrov, Victor Vasilievich, Valeria Victorovna Alexandrova, Alexandra Alexeevna Zaytseva, and Khurs. "Digital technology of 3D industrial manufacturing." SPIIRAS Proceedings 4, no. 15 (March 17, 2014): 85. http://dx.doi.org/10.15622/sp.15.4.

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Lin, Jiangtao, Junbo Ge, Jinpeng Gong, Huanyu Hong, and Chuanqiang Jiang. "Application of Digital Orthopedic Technology in Orthopedic Trauma." Computational and Mathematical Methods in Medicine 2022 (August 16, 2022): 1–11. http://dx.doi.org/10.1155/2022/3157107.

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In order to solve the limitation of auxiliary treatment means in the process of orthopedic trauma surgery, and further improve the effective integration of orthopedic trauma clinical surgery and computer technology, a new orthopedic trauma auxiliary treatment means based on digital orthopedic technology was proposed with the aid of virtual digital technology. The method builds a 3D model of fracture fragments through 3D orthopedic modeling and obtains a high-quality 3D model through processing. Later clinical tests verify the feasibility of this auxiliary treatment method. The test results show that the precision of the 3D reconstruction model based on custom option fitting is higher than that based on optimal option fitting, and the precision difference is within 0.2%. This result also indicates that the 3D model obtained by 3D reconstruction has higher accuracy. The results show that three-dimensional finite element modeling technology can accurately simulate the stress of the spine of orthopedic patients and can reduce the incidence of complications through preoperative diagnosis, curative effect prediction, and trauma surgery, which has a good aid for postoperative recovery.
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Shi, Linlin. "Application Research of 3D Digital Technology in Sculpture Creation." E3S Web of Conferences 236 (2021): 05101. http://dx.doi.org/10.1051/e3sconf/202123605101.

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This paper analyzes the concept of 3D digital technology first and the characteristics of traditional sculpture creation forms, then expounds the main points that should be paid attention to in the application of 3D digital technology in sculpture creation, and finally makes an in-depth analysis of the advantages of introducing 3D digital technology into sculpture creation, including the improvement of creative thinking and efficiency, unlimited creative space and the ability to convert different creative techniques in the creative process. Based on the development status of sculpture creation in China, this paper explores the application of 3D digital technology in sculpture creation.
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Tsurukawa, Masaaki, Koichi Tanaka, and Daisuke Shikata. "6. Coming "3D" for Digital Camera; Development of 3D digital camera-." Journal of The Institute of Image Information and Television Engineers 65, no. 3 (2011): 286–89. http://dx.doi.org/10.3169/itej.65.286.

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Li, Meng. "The Developing of Query and Analysis System for 3D Digital City." Advanced Materials Research 926-930 (May 2014): 673–76. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.673.

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With the maturity of 2D GIS technology, and the development of 3D GIS and digital city, Not only can it browse roaming system, but it is more important in spatial analysis ability. The development of digital city technology for urban planning provides an effective way, with the 3D visualization technology, virtual reality technology and the applied 3D GIS spatial analysis function of 3D digital city construction. The development of the digital city faces the opportunity in this paper under the background of this 3D digital city is put forward the development and implementation of query analysis system.
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Arribas, Veronica, and José A. Alfaro. "3D technology in fashion: from concept to consumer." Journal of Fashion Marketing and Management: An International Journal 22, no. 2 (May 14, 2018): 240–51. http://dx.doi.org/10.1108/jfmm-10-2017-0114.

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Purpose The purpose of this paper is to show how 3D digital technology can bring value to the fashion industry by analysing the specific benefits it offers along the value chain. Additionally, the authors show some of the challenges ahead identified for both software and fashion firms. Design/methodology/approach The authors present by means of a case study the experience of an haute couture designer who used 3D digital technology – in collaboration with a recognised 3D software company – for developing his first luxury footwear collection. Findings The enhancement of creativity and a better communication with suppliers are just some of the benefits identified in the case study from the use of 3D digital technology. In addition, challenges such as the development of a digital culture or the need for technology simplification are drawn from the case. Practical implications Apart from the benefits and challenges drawn from the case study, which can be useful to practitioners in this industry, the authors also identify the collaboration through which the experience took place as an interesting practice to implement as a previous step of a digital transformation strategy. Originality/value Despite the growing interest the fashion industry is showing in the use of new digital technologies, academic research on this topic is still scarce. Therefore, the case study presented in this paper adds value to the literature showing how 3D technology can help fashion from concept to consumer.
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COJOCARIU, Luminita, Loredana COPACEAN, Mihai SIMON, Adina HORABLAGA, Cristian BOSTAN, Cosmin POPESCU, and Nicolae Marinel HORABLAGA. "3D MODELING OF GRASSLANDS THROUGH GNSS TECHNOLOGY." LIFE SCIENCE AND SUSTAINABLE DEVELOPMENT 3, no. 2 (December 27, 2022): 87–93. http://dx.doi.org/10.58509/lssd.v3i2.212.

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Monitoring and 3D modeling of an objective can only be done on the basis of high-precision topo-geodetic measurements, but also on the basis of UAV (drone) technologies, thus resulting in an overview of a certain study area. In this context, the present work aims to develop the creation of the 3D model of a grassland surface following a topographic survey by means of GNSS technology and specialized programs. This topographic survey was carried out with the Leica Viva GS07 GNSS equipment, an instrument that contains a wide range of applications. In this work, I used the Real Time Kinematic method to determine the points based on which I created the 3D model in AutoCAD using the TopoLT program. Because the data obtained is complex, in addition to 2D plans, we also have information that can be analyzed in 3D. For studies regarding the shape and the way of exploitation of the land, we created a digital model of the land which is the 3D digital representation of the respective surface. Based on the digital terrain model, we can easily visualize the relief of the grassland, in the present case the minimum altitude is 572.50 m, and the maximum altitude is 590.00 m, with a level difference of 17.5 m over the entire area. This digital terrain model can also be used to model water flow or other geomorphological processes that occur in the analyzed grassland (landslides, erosion, etc.). Multiple longitudinal or transversal profiles can be created over the entire surface to better observe the relief of the land.
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Zhang, Xiao, Yan Wang, and Haiyan He. "Brief Discussion of Surveying Technology of Three-dimensional Digital Topographic Map." Electronics Science Technology and Application 2 (December 3, 2015): 34. http://dx.doi.org/10.18686/esta.v2i1.6.

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3D digital Topographic drawing adopts 3D profile technology and demonstrates geographic space phenomenon to users, reflects the space features of geographic entity in an integrated and accurate manner and thus realizes even more complete, accurate and straight-forward expression of the objective world. It can not only express the plane relationship between space objects, but also accurately describe and express the ground elevation and geometric object height which upgrade the space expression ability and measuring level of digital map and enhance the space acknowledge ability and analytic ability of map. This article aims to elaborate on 3D digital topographic drawing in three aspects: surveying, mapping and application; mainly introduce the mapping methods of 3D topography and geometric object, integrated matching technologies of topographic model and geometric object model and application of 3D digital topographic drawing. It is expected to have a positive promotion role in the development of 3D GIS.
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Tikhonov, A. I., and A. A. Sazonov. "Development and introduction of digital double technology technology in aviation technology." Management and Business Administration, no. 1 (April 2020): 14–20. http://dx.doi.org/10.33983/2075-1826-2020-1-14-20.

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The article is devoted to the analysis of the key features of the effective application of digital twin’s technology in aviation technology. In the theoretical part of the article, the authors define the purpose of developing a digital double, which is to provide replacement or significant reduction of expensive full-scale stands and flight tests through the use of precision and certified computational physical and mathematical models. The structural composition of the technologies included in the concept of the digital double is given. The research part analyzes the use of digital twin’s technology within the unique digital environment of a «Virtual high-tech enterprise», combining a unique practice-oriented training of specialists with the possibility of organizing joint work on projects of information technology improvements. The results of the study consider the components of the 3D CAE platform used by specialists to solve many problems in the field of engineering analysis and the creation of digital twins.
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Ji, Yuanyuan, and Yajuan Liu. "Development of Intelligent Teaching System Based on 3D Technology in the Course of Digital Animation Production." International Journal of Emerging Technologies in Learning (iJET) 11, no. 09 (September 29, 2016): 81. http://dx.doi.org/10.3991/ijet.v11i09.6116.

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In recent years, the 3D digital technology based on computers and the Internet has developed rapidly, and people have realized the visual and 3D observation of the real world. The visual and 3D characteristics of this technology completely conform to the teaching objective of the digital animation course. Thus, developing a 3D intelligent teaching system and applying it in the course of digital animation production have a profound practical significance. This study used digital animation production as the experimental course, comparatively analyzed the difference in teaching effect of using the 3D intelligent teaching system in the course of digital animation production, and provided theoretical and data supports for the application of that system in the course of digital animation production and college education.
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Dissertations / Theses on the topic "Digital 3d technology"

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Doustmohammadi, Saeide. "Product Customization Through Digital Fabrication Technology." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1420635099.

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Walker, Richard John. "Fully digital, phase-domain ΔΣ 3D range image sensor in 130nm CMOS imaging technology." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/6214.

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Three-Dimensional (3D) optical range-imaging is a field experiencing rapid growth, expanding into a wide variety of machine vision applications, most recently including consumer gaming. Time of Flight (ToF) cameras, akin to RADAR with light, sense distance by measuring the round trip time of modulated Infra-Red (IR) illumination light projected into the scene and reflected back to the camera. Such systems generate 'depth maps' without requiring the complex processing utilised by other 3D imaging techniques such as stereo vision and structured light. Existing range-imaging solutions within the ToF category either perform demodulation in the analogue domain, and are therefore susceptible to noise and non-uniformities, or by digitally detecting individual photons using a Single Photon Avalanche Diode (SPAD), generating large volumes of raw data. In both cases, external processing is required in order to calculate a distance estimate from this raw information. To address these limitations, this thesis explores alternative system architectures for ToF range imaging. Specifically, a new pixel concept is presented, coupling a SPAD for accurate detection of the arrival time of photons to an all-digital Phase- Domain Delta-Sigma (PDΔΣ) loop for the first time. This processes the SPAD pulses locally, converging to estimate the mean phase of the incoming photons with respect to the outgoing illumination light. A 128×96 pixel sensor was created to demonstrate this principle. By incorporating all of the steps in the range-imaging process – from time resolved photon detection with SPADs, through phase extraction with the in-pixel phase-domain ΔΣ loop, to depth map creation with on-chip decimation filters – this sensor is the first fully integrated 3D camera-on-achip to be published. It is implemented in a 130nm CMOS imaging process, the most modern technology used in 3D imaging work presented to date, enabled by the recent availability of a very low noise SPAD structure in this process. Excellent linearity of ±5mm is obtained, although the 1σ repeatability error was limited to 160mm by a number of factors. While the dimensions of the current pixel prevent the implementation of very high resolution arrays, the all-digital nature of this technique will scale well if manufactured in a more advanced CMOS imaging process such as the 90nm or 65nm nodes. Repartitioning of the logic could enhance fill factor further. The presented characterisation results nevertheless serve as first validation of a new concept in 3D range-imaging, while proposals for its future refinement are presented.
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Alelis, Genevieve. "Older and younger adults' interactions with 3D digital cultural heritage artefacts." Thesis, University of Kent, 2015. https://kar.kent.ac.uk/54726/.

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The availability of advanced software allows museums to preserve and share artefacts digitally, and as a result, museums are frequently making their collections accessible online as interactive, 3D models. Since this could lead to the unique situation of viewing the digital artefact before the physical artefact, more research is needed concerning how viewing and interacting with artefacts outside of a museum affects emotional connections to artefacts and how meaning is given to them. Furthermore, users may have varying degrees of technology skills, which could also influence the way they make emotional connections and meaning from interactions with digital artefacts. This study contributes to existing research by exploring the way older adults (65 years and older) and young adults (18-21 years), two groups of users with diverse technology skills and museum experience, emotionally connect and give meaning to digital artefacts. Interaction with digital artefacts will be through two digital modalities: an Augmented Reality app (AR) on a tablet and 3D models on a website using a laptop. Their subsequent viewing of the physical artefacts will also be examined. Video recordings and questionnaire data, including enjoyment and emotional responses, were analysed quantitatively. Utilising the think-aloud method, participants verbalised their thoughts and feelings while interacting with the artefacts. These comments were analysed both qualitatively and quantitatively to understand how participants construct meaning from their interactions with artefacts. Results revealed that regardless of age and digital modality, participants made emotional connections with the digital artefacts, and meaning emerged from their interactions. Seeing the physical artefacts after the digital ones still prompted participants to experience emotions; they were not passive when giving meaning to physical artefacts. The results aim to provide insight into how older and younger adults experience two important aspects of a museum artefact experience, emotion and meaning, when first interacting with 3D artefacts on devices outside of a museum.
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Dover, Noam. "EMBRACING THE DIGITAL TO THE HAND MADE : Bridging digital technology with glassblowing moulds crafting methods." Thesis, Konstfack, Keramik & Glas, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:konstfack:diva-5852.

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Abstract This report accompanies my Master project in the fields of ceramic and glass, the CRAFT! MA program, Konstfack. In this project I fuse my industrial design toolbox and my current engagement in open-source 3D printing technology with my ceramic and glass craft practice. The first pair brings in notions of innovation and an active approach towards technological change, while the second carry ancient craft methods and knowledge. I develop and make 3D printers for clay and use them as an experimental ceramic work method. In this research based practice I use ceramics as the material for 3D printed glassblowing moulds. This act represents a link between ceramic and glass crafts, one that was known to the ancient Roman craftsmen.  A view on craft and digital innovation Although the computer is in use for several decades now, in most crafts it is still used mainly as an assistive device and we seem not to look at it as a professional tool; as a craft tool. New methods of making are out there. We need to have two toolboxes now: Our traditional one and our new digital one. We can already CAD our concepts, control CNC machines and build 3D-printers customised to our growing new practice. We share our new knowledge on open-source platforms, teach each other through the web (and around the globe) how to apply digital techniques to our craft. We now have the opportunity to join hands with the movements of democratisation of contemporary manufacturing techniques and reinvent our practice, our tools and what new-craft could be.
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MARTINELLI, ELISA MARTINA. "CUSTOMER DRIVEN SUPPLY CHAINS AND DIRECT DIGITAL MANUFACTURING TECHNOLOGY." Doctoral thesis, Università Cattolica del Sacro Cuore, 2018. http://hdl.handle.net/10280/39859.

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Nel contesto della nuova rivoluzione industriale, alti livelli di turbolenza, dinamismo, volatilità, globalizzazione, competizione e un diverso ruolo del consumatore riconfigurano il panorama delle supply chain e delle innovazioni. Nonostante il valore co-creato e le ultime innovazioni in ottica customer driven siano ormai elementi imprescindibili, poche ricerche si sono focalizzate sulle caratteristiche di una supply chain guidata dal consumatore e sull’impatto o implementazione della stampa 3D. Pertanto, questa tesi mira ad esplorare gli aspetti principali della customer driven supply chain e della direct digital manufacturing technology. Il Paper I presenta una revisione sistematica della letteratura e fornisce un quadro concettuale utile per organizzare i contributi più recenti sull'argomento, implementando la teoria e suggerendo linee guida per i manager. Il Paper II e Paper III propongono ricerche qualitative mediante singoli casi studio che rispettivamente analizzano come la stampa 3D è in grado di facilitare la supply chain customer centricity attraverso la co-creazione di valore nel settore aerospaziale e come un technology provider può implementare un’innovazione customer centric nel settore della gioielleria italiana. Gli studi suggeriscono modelli concettuali e proposizioni che incrementano la letteratura esistente e guidano i manager. Questa tesi contribuisce all'esplorazione dei recenti progressi in merito all’'orientamento della supply chain e della direct digital manufacturing technology fornendo analisi critiche approfondite relative a diverse metodologie.
In the new industrial revolution, high levels of turbulence, dynamism, volatility, globalization, competition and modified customer’s role reconfigure supply chains and innovations landscape. Even if value co-creation and last technologies towards customer driven orientation are unavoidable elements, few contributions have focused on customer driven supply chain characteristics and on 3D printing impact on supply chain or elements of its implementation. For this reason, the thesis aims to explore the main features of customer driven supply chains and direct digital manufacturing technology. Paper I presents a systematic literature review that shows a conceptual framework able to organize the most recent contributions on the topic, implementing the knowledge on the theme and suggesting guidelines to managers. Paper II and Paper III provide qualitative constructive single case study research respectively focused on how 3D printing can enable supply chain customer centricity by value co-creation in the aerospace sector and how 3D printing can be implemented by a technology provider in the Italian jewellery sector. The studies suggest conceptual framework and propositions for improving existing knowledge and addressing managers. This thesis contributes to the exploration of recent advancements in supply chain orientation and direct digital manufacturing technology by providing deep critical analysis related to diverse methodologies.
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Power, P. "Future spatial audio : subjective evaluation of 3D surround systems." Thesis, University of Salford, 2015. http://usir.salford.ac.uk/34100/.

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Current surround systems are being developed to include height channels to provide the listener with a 3D listening experience. It is not well understood the impact the height channels will have on the listening experience and aspects associated with multichannel reproduction like localisation and envelopment or if there are any new subjective attributes concerned with 3D surround systems. Therefore in this research subjective factors like localisation and envelopment were investigated and then descriptive analysis was used. In terms of localisation it was found that for sources panned in the median plane localisation accuracy was not improved with higher order ambisonics. However for sources in the frontal plane higher order ambisonics improves localisation accuracy for elevated sound sources. It was also found that for a simulation of a number of 2D and 3D surround systems, using a decorrelated noise signal to simulate a diffuse soundfield, there was no improvement in envelopment with the addition of height. On the other hand height was found to improve the perception of envelopment with the use of 3D recorded sound scenes, although for an applause sample which had similar properties to that of the decorrelated noise sample there was no significant difference between 2D and 3D systems. Five attribute scales emerged from the descriptive analysis of which it was found that there were significant differences between 2D and 3D systems using the attribute scale size for both ambisonics and VBAP rendered systems. Also 3D higher order ambisonics significantly enhances the perception of presence. A final principal component analysis found that there were 2 factors which characterised the ambisonic rendered systems and 3 factors which characterised the VBAP rendered sound scenes. This suggests that the derived scales need to be used with a wider number of sound scenes in order to fully validate them.
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Hellström, Sarah K. "More Than Digital Makeup : The Visual Effects Industry as Hollywood Diaspora." Thesis, Stockholms universitet, Filmvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-116054.

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This thesis assesses the marginal field (niche unit) of visual effects while taking into account visible and invisible vfx in virtual and actual geographies in Hollywood movies as part of industry-level studies, all the while seeking to bridge the gap between traditional, theoretical approaches of cinema studies and practitioner experience in the context of production culture. The focus of this essay remains on the many temporal aspects of production processes that identify vfx film production as chief, and vfx for television as subsequential. Encouraging scholars to consider a previously limited and repeatedly mislabeled area by demonstrating the pandemic presence of effects and its workers as a form of Hollywood diaspora, this thesis also seeks to demonstrate the need for involvement by means of scholar-practitioner methodologies.
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Garmulewicz, Alysia. "3D printing in the commons : knowledge and the nature of digital and physical resources." Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:669993b7-edef-4905-a461-8b1054dad443.

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3D printers are a type of digital fabrication tool being used by communities committed to shared software, hardware, and digital designs. This shared digital knowledge can be understood as an emerging common resource for the fabrication of physical goods and services. Yet the knowledge associated with physical resources used in 3D printing is less understood. This thesis explores what factors enable or prevent knowledge about physical materials entering the commons. 3D printing, with its particular configuration of digital and physical goods, offers a unique angle to advance the field of commons scholarship. This thesis elaborates the use of commons theory for traversing the boundary between knowledge associated with physical materials and digital content from the perspective of 3D printer users. Particular contributions are made to the branch of knowledge commons theory: notably, how design rules in technological systems can be used to theorise boundaries; how differentiating between the nature of underlying resources can help explain the inclusion of knowledge in the commons; and, how patterns of user engagement with types of knowledge in the commons can be studied over time. To develop these contributions I employ theory on the design rules of technological architecture, and use insights from the study of peer production in online communities. Empirical data comes from a qualitative study of users of Fab Labs, community workshops for digital fabrication, as well as from a quantitative study of the online user forum for the Ultimaker 3D printer.
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Forsbäck, Katarina. "Passformsgrund till formad sportjacka : Digital framtagningsmetod med fokus på passform och gradering." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-770.

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Vid digital mönsterkonstruktion för ett plagg krävs ett befintligt grundmönster som utgångspunkt för att kunna tidseffektivisera framtagningsprocessen. På konfektionsföretag där tid för mönsterkonstruktion är bristfällig lämnas detta moment ofta till fabriksanställda trots att kompetens finns inom företaget. Denna studie syftar till att ta fram en passformsgrund till ett sportföretags formade jackor för att främja framtida konstruktionsprocess för företagets konstruktörer. Resultat har uppnåtts med hjälp av metoder som digital mönsterkonstruktion, sömnad av provplagg och avprovningar. För att grunden ska kunna användas till företagets hela storleksintervall har denna graderats. Verifiering av graderingen har utförts genom virtuell avprovning på inskannade provpersoner i ett 3D-simuleringsprogram. Resultatet visar en passformsgrund där företagets återkommande passformsproblem över byst har korrigerats. Till passformsgrunden har tre ärmar konstruerats för att bredda användningen av mönstret. Passformsproblemet och ärmarnas form har korrigerats i mönsterkonstruktionen genom förflyttning av skärlinjer, vridningar och formtillägg. Graderingens utfall visas genom digitala avprovningar i företagets brytstorlekar. Skärmdumpar från 3D-simuleringsprogrammet visualiserar skärlinjernas placering och plaggets passform.
When developing a digital pattern for a new garment a basic pattern is required to efficient the construction time. In companies where the construction process is handed over to the producing factory is the reason sometimes a lack of time for this process at the head office. This report aim is to develop a basic pattern to a sports company’s shaped jackets for women. The pattern is intended to efficient the construction time for the company's constructors when developing future jacket models. In order to achieve the result digital pattern making, toile sewing and fitting will be crucial methods to use. The basic pattern will be graded in the company’s size range. To verify the fit of the graded pattern test persons will be scanned and a virtual fitting session will be done on avatars in a 3D simulation program. The results show’s a basic pattern were the fit problem over bust area has been corrected. To enhance the usability of the pattern, three different sleeve types have been developed. The fit problem and the form of the sleeves have been solved in the pattern construction by moving the cut lines, twists and adding shape. The digital fitting process shows the grading’s outcome when the garment is tested in the company's bigger and smaller sizes. Screenshots from the 3D simulation software visualizes the cut lines placement and the fit of the garment.
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Muniz, Guilherme Resende. "O uso do design e das tecnologias 3D na criação do repositório digital de elementos de fachada dos prédios históricos da UFRGS." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2015. http://hdl.handle.net/10183/143935.

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As novas tecnologias informacionais mudaram o nosso modo de vida, modificaram nossos hábitos e transformaram profundamente a sociedade. A evolução da informática e da internet trouxe um mundo no qual estamos constantemente conectados através de smartphones, tablets e/ou computadores. Entretanto, na era da informação a velocidade e a facilidade de acesso aos dados, muitas vezes, têm se mostrado superiores à nossa capacidade de absorvê-los e transformar a informação em conhecimento. Neste contexto, novas mídias emergem criando possibilidades de comunicação, dentre as quais destacam-se as tecnologias 3D. Essas abrem novas possibilidades nas mais diversas áreas, oferecendo maior liberdade para que os objetos sejam representados e manipulados no espaço. O campo da educação, por sua vez, tem encontrado dificuldades de absorver estas tecnologias e utilizá-las como ferramentas didáticas. Acredita-se que as tecnologias 3D possam vir a ser importantes instrumentos para a prática pedagógica. O presente trabalho tem como objetivo pesquisar possibilidades de ampliação e facilitação do uso da tecnologia 3D para fins educacionais e de preservação histórica. Para tal, realizou-se uma pesquisa sobre como esta tecnologia tem sido utilizada em ambos os campos. Após, foi realizado levantamento das principais técnicas de digitalização em 3D. Em seguida, foram testadas as principais plataformas e tecnologias para a exibição deste tipo de conteúdo: Cl3ver, Sketchfab, JSC3D, WebGL, Three.js, VRML, X3D, PDF3D e Unity. A partir desta análise, em caráter experimental, criou-se um repositório virtual 3D, o qual encontra-se hospedado nos servidores da UFRGS. O repositório facilita a divulgação de modelos 3D por parte dos criadores deste tipo de conteúdo, pois permite a sua inserção na internet de forma simples, sem a necessidade de conhecimento prévio de programação. Deste modo, o conteúdo gerado pode ser visualizado em computadores e/ou dispositivos móveis, diretamente no navegador, dispensando a instalação de programas complementares, contribuindo para a propagação deste tipo de mídia. Também é possível disponibilizar as obras digitalizadas para reprodução física, mediante técnicas de prototipagem rápida como manufatura aditiva (popularmente conhecida como impressão 3D) e/ou usinagem em CNC. Para a criação do conteúdo 3D, digitalizou-se em três dimensões de quatro elementos, fachadas específicas dos prédios históricos da UFRGS. Os modelos gerados a partir da digitalização foram disponibilizados, através do repositório 3D, e podem ser acessadas no endereço: www.ufrgs.br/ldsm/3d. O repositório 3D dos prédios da UFRGS é uma ação inovadora com propósitos educacionais e de conservação de patrimônio histórico, agindo como catalisador, onde arte, tecnologia e educação convergem em prol da construção do conhecimento.
The new informational technologies have changed our way of life, have changed our habits and profoundly transformed the society. The evolution of computer science and the internet brought a world in which we are constantly connected, whether through smartphones, tablets, and/or computers. However, in this Information Age, the speed and ease of access to data often has been shown to be superior to our capacity to absorb them and to transform the information into knowledge. Within this context, new media has emerged creating new possibilities of communication, among which stand out the 3D technologies, which open up new possibilities in the most diverse areas, offering greater freedom for the objects that are represented and manipulated in space. Fields of education, in this matter, have found difficulties to absorb these technologies and use them as teaching tools. In this context, it is believed that 3D technologies are likely to be important instruments for the pedagogic practice. The present study aims to search possibilities of expansion and facilitation in the use of 3D technology for educational purposes and historical preservation. With this research, it was studied on how this technology has been used in both fields. After this, it was done a survey of the main techniques of 3D scanning. Then, were tested major platforms and technologies for the display of this content type: Cl3ver, Sketchfab, JSC3D, WebGL, Three.js, VRML, X3D, PDF3D and Unity. Trough this analysis, for experimental, purposes was done the creation of a 3D virtual repository which is hosted on the servers of UFRGS. The repository facilitates the dissemination of 3D content by content creators, as it allows its insertion on the Internet in a simple way, without the need for programming skills, so that the content generated can be viewed on computers and/or mobile devices directly in the browser, without the need to install additional programs, contributing to the popularization of this type of media. It is also possible to transform the digitized 3D data creating physical models through rapid prototyping techniques, such as additive manufacturing (popularly known as 3D printing) and/or CNC machining. To create 3D content, 3D scanning was performed of four elements of specific historical UFRGS buildings facades. The models generated from scanning were provided through 3D repository, that can be accessed at: www.ufrgs.br/ldsm/3d. The 3D buildings of UFRGS repository is an innovative action, with educational purposes besides the conservation of historical heritage, acting as a catalyst where art, technology and education converge towards the construction of knowledge.
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Books on the topic "Digital 3d technology"

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3D Movie Making. San Diego: Elsevier Science & Technology, 2010.

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Uray, Peter. From 3D point clouds to surfaces and volumes: Dissertation. Wien: Oldenbourg, 1997.

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Dobbins, Patria. 3D rendering in computer graphics. Delhi: White Word Publications, 2012.

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Watanabe, Masahiro. 3D no jidai. Tōkyō: Iwanami Shoten, 2010.

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3D movie making: Stereoscopic digital cinema from script to screen. Burlington, MA: Focal Press, 2009.

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Lin, Norman. Advanced Linux 3D graphics programming. Plano, Tex: Wordware Pub., 2001.

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3D game programming all in one. 2nd ed. Boston, MA: Thomson/Course Technology, 2007.

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3D game programming all in one. Boston, MA: Thomson/Course Technology, 2004.

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Ohser, Joachim. 3D images of materials structures: Processing and analysis. Weinheim: Wiley-VCH, 2009.

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Learn 3D design on the Macintosh. New York: Wiley, 1996.

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Book chapters on the topic "Digital 3d technology"

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Lahfaoui, Badreddine. "Wind Turbine Research Works, Modeling, Designing and 3D Printing Technology." In Digital Technologies and Applications, 834–41. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-02447-4_85.

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Liu, Dongwu, Zhiwei Chen, Hongzhi Xu, Wenqi Liu, and Lina Wang. "RECONSTRUCTION OF 3D DIGITAL IMAGE OF WEEPINGFORSYTHIA POLLEN." In IFIP Advances in Information and Communication Technology, 329–34. Boston, MA: Springer US, 2009. http://dx.doi.org/10.1007/978-1-4419-0209-2_35.

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Rao, Meijiao, and Guodong Wu. "Research Review on Digital Technology of 3D Printing for Construction." In Proceedings of the 25th International Symposium on Advancement of Construction Management and Real Estate, 1503–17. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-3587-8_103.

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Wang, Zhen, Xiaoxuan Li, and Hengshuo Xu. "3D Digital City Structure Model Based on Image Modeling Technology." In Advances in Computer Graphics, 381–92. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-23473-6_30.

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Bernd, René, Ina Blümel, Harald Krottmaier, Raoul Wessel, and Tobias Schreck. "Demonstration of User Interfaces for Querying in 3D Architectural Content in PROBADO3D." In Research and Advanced Technology for Digital Libraries, 491–92. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04346-8_70.

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Versfeld, Rizmari, Spencer Lee, Edward Fox, Hussein Suleman, and Kyle Williams. "Digital Library in a 3D Virtual World: The Digital Bleek and Lloyd Collection in Second Life." In Research and Advanced Technology for Digital Libraries, 550–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15464-5_79.

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Min, Patrick, Michael Kazhdan, and Thomas Funkhouser. "A Comparison of Text and Shape Matching for Retrieval of Online 3D Models." In Research and Advanced Technology for Digital Libraries, 209–20. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30230-8_20.

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Prasolova-Førland, Ekaterina, Mikhail Fominykh, and Leif Martin Hokstad. "Creating a Repository of Community Memory in a 3D Virtual World: Experiences and Challenges." In Research and Advanced Technology for Digital Libraries, 425–28. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40501-3_52.

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Bevilacqua, Marco Giorgio, Gabriella Caroti, Andrea Piemonte, and Alessandro Ariel Terranova. "Digital Technology and Mechatronic Systems for the Architectural 3D Metric Survey." In Intelligent Systems, Control and Automation: Science and Engineering, 161–80. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-68646-2_7.

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Ishikawa, Hiroyo, and Kunitake Kaneko. "Polymorphic Cataloguing and Interactive 3D Visualization for Multiple Context of Digital Content: MoSaIC." In Advances in Computer Entertainment Technology, 172–86. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76270-8_13.

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Conference papers on the topic "Digital 3d technology"

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Lee, Byoungho, Seungjae Lee, Gang Li, Changwon Jang, and Jong-Young Hong. "See-through 3D technology for augmented reality." In SPIE Digital Optical Technologies, edited by Bernard C. Kress, Wolfgang Osten, and H. Paul Urbach. SPIE, 2017. http://dx.doi.org/10.1117/12.2276674.

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Jiang, Rui. "Digital City 3d Model Making Technology." In 2nd International Conference on Teaching and Computational Science. Paris, France: Atlantis Press, 2014. http://dx.doi.org/10.2991/ictcs-14.2014.3.

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Lakna, Jeton. "3D in digital media." In University for Business and Technology International Conference. Pristina, Kosovo: University for Business and Technology, 2018. http://dx.doi.org/10.33107/ubt-ic.2018.78.

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Athanassopoulos, Effie F., and Kim Shelton. "Ceramics and 3D technology: A medieval assemblage from Nemea, Greece." In 2015 Digital Heritage. IEEE, 2015. http://dx.doi.org/10.1109/digitalheritage.2015.7419499.

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Dai, Lingrui. "The 3D Digital Technology of Fashion Design." In 2011 International Symposium on Computer Science and Society (ISCCS). IEEE, 2011. http://dx.doi.org/10.1109/isccs.2011.56.

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Abate, Dante, Kyriakos Toumbas, and Marina Faka. "Invisible Heritage - Analysis and Technology Digital Platform." In Web3D '21: The 26th International Conference on 3D Web Technology. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3485444.3490378.

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Pedreros, José, Cristian Pavez, Mario Castro, Gonzalo Avaria, Francisco Watkins, and Leopoldo Soto. "Digital Image Processing and Digital Holography in Optical Diagnostics of Plasmas." In 3D Image Acquisition and Display: Technology, Perception and Applications. Washington, D.C.: OSA, 2016. http://dx.doi.org/10.1364/3d.2016.jw4a.47.

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Barni, Mauro, Franco Bartolini, Vito Cappellini, Massimiliano Corsini, and Andrea Garzelli. "Digital watermarking of 3D meshes." In Optical Science and Technology, SPIE's 48th Annual Meeting, edited by Mark S. Schmalz. SPIE, 2004. http://dx.doi.org/10.1117/12.507437.

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Liao, Tai-Shan, Yung-Bin Lin, Xiaoqin Liu, and Chi-Hung Hwang. "Digital 3D vibration sensing module." In 2018 IEEE International Instrumentation and Measurement Technology Conference (I2MTC ). IEEE, 2018. http://dx.doi.org/10.1109/i2mtc.2018.8409717.

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Bouamra, Reda, Pierre Petit, Stefan Smuk, and Christophe Vielliard. "A 3D Digital Approach to Flow Assurance." In Offshore Technology Conference. Offshore Technology Conference, 2019. http://dx.doi.org/10.4043/29360-ms.

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Reports on the topic "Digital 3d technology"

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Prokhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4416.

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This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D university. As far as the game replicates the real-life objects, applicants can see the department's equipment and class-rooms. For the gaming application development team utilized С# and C++, Unity 3D, and Source Engine. For object modeling, we leveraged Hammer Editor, Agisoft PhotoScan Pro, and the photogrammetry technology, that allowed for realistic gameplay. Players are offered various formats of assessment of digital competencies: test task, puzzle, assembling a computer and setting up an IT-specialist workplace. The experiment conducted at the open house day proved the 3D quest game efficiency. The results of digital competence evaluation do not depend on the testing format. The applicants mostly preferred to take a 3D quest, as more up-to-date and attractive engagement.
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Chen, Maggie, and Christian Volpe Martincus. Digital Technologies and Globalization: A Survey of Research and Policy Applications. Inter-American Development Bank, March 2022. http://dx.doi.org/10.18235/0004117.

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In recent years, the world has witnessed the rise of multiple specific digital technologies, including online trade platforms, robotics, artificial intelligence (AI), 3D printing, cloud computing, blockchain, and financial technology (fintech). These digital technologies are fundamentally transforming the ways that firms and individualsas both workers and consumerscommunicate, search, trade, and invest. They are also substantially changing how governments design and implement trade and investment policies and programs and, in so doing, how they interact with firms, individuals, and each other. This paper reviews the growing empirical literature on the trade, investment, and broader development effects of the adoption of specific digital technologies. It also describes the policy applications of these technologies and discusses the incipient empirical literature on the impacts thereof. Based on this review, it identifies several open questions and avenues of future research that may be useful for deepening our understanding of digital technologies and their policy implications.
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Martin, Kathi, Nick Jushchyshyn, and Claire King. James Galanos, Silk Chiffon Afternoon Dress c. Fall 1976. Drexel Digital Museum, 2018. http://dx.doi.org/10.17918/q3g5-n257.

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The URL links to a website page in the Drexel Digital Museum (DDM) fashion image archive containing a 3D interactive panorama of an evening suit by American fashion designer James Galanos with related text. This afternoon dress is from Galanos' Fall 1976 collection. It is made from pale pink silk chiffon and finished with hand stitching on the hems and edges of this dress, The dress was gifted to Drexel University as part of The James G. Galanos Archive at Drexel University in 2016. After it was imaged the gown was deemed too fragile to exhibit. By imaging it using high resolution GigaPan technology we are able to create an archival quality digital record of the dress and exhibit it virtually at life size in 3D panorama. The panorama is an HTML5 formatted version of an ultra-high resolution ObjectVR created from stitched tiles captured with GigaPan technology. It is representative the ongoing research of the DDM, an international, interdisciplinary group of researchers focused on production, conservation and dissemination of new media for exhibition of historic fashion.
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Martin, Kathi, Nick Jushchyshyn, and Claire King. James Galanos Evening Gown c. 1957. Drexel Digital Museum, 2018. http://dx.doi.org/10.17918/jkyh-1b56.

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The URL links to a website page in the Drexel Digital Museum (DDM) fashion image archive containing a 3D interactive panorama of an evening suit by American fashion designer James Galanos with related text. This evening gown is from Galanos' Fall 1957 collection. It is embellished with polychrome glass beads in a red and green tartan plaid pattern on a base of silk . It was a gift of Mrs. John Thouron and is in The James G. Galanos Archive at Drexel University. The panorama is an HTML5 formatted version of an ultra-high resolution ObjectVR created from stitched tiles captured with GigaPan technology. It is representative the ongoing research of the DDM, an international, interdisciplinary group of researchers focused on production, conservation and dissemination of new media for exhibition of historic fashion.
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Slattery, Kevin. Unsettled Topics on the Benefit of Additive Manufacturing for Production at the Point of Use in the Mobility Industry. SAE International, February 2021. http://dx.doi.org/10.4271/epr2021006.

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An oft-cited benefit of additive manufacturing (AM), or “3D-printing,” technology is the ability to produce parts at the point of use by downloading a digital file and making the part at a local printer. This has the potential to greatly compress supply chains, lead times, inventories, and design iterations for custom parts. As a result of this, both manufacturing and logistics companies are investigating and investing in AM capacity for production at the point of use. However, it can be imagined that the feasibility and benefits are a function of size, materials, build time, manufacturing complexity, cost, and competing technologies. Because of this, there are instances where the viability of point-of-use manufacturing ranges from the perfect solution to the worst possible choice. Unsettled Topics on the Benefits of Additive Manufacturing for Production at the Point of Use in the Mobility Industry discusses the benefits, challenges, trade-offs, and other determining factors regarding this new level of AM possibilities.
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Martin, Kathi, Nick Jushchyshyn, and Claire King. James Galanos, Wool Evening Suit. Fall 1984. Drexel Digital Museum, 2018. http://dx.doi.org/10.17918/6gzv-pb45.

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The URL links to a website page in the Drexel Digital Museum (DDM) fashion image archive containing a 3D interactive panorama of an evening suit by American fashion designer James Galanos with related text. This evening suit is from Galanos Fall 1984 collection. The skirt and bodice of the jacket are black and white plaid wool. The jacket sleeves are black mink with leather inserts that contrast the sheen of the leather against the luster of the mink and reduce some of the bulk of the sleeve. The suit is part of The James G. Galanos Archive at Drexel University gifted to Drexel University in 2016. The panorama is an HTML5 formatted version of an ultra-high resolution ObjectVR created from stitched tiles captured with GigaPan technology. It is representative the ongoing research of the DDM, an international, interdisciplinary group of researchers focused on production, conservation and dissemination of new media for exhibition of historic fashion.
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Short, Samuel, Bernhard Strauss, and Pantea Lotfian. Emerging technologies that will impact on the UK Food System. Food Standards Agency, June 2021. http://dx.doi.org/10.46756/sci.fsa.srf852.

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Rapid technological innovation is reshaping the UK food system in many ways. FSA needs to stay abreast of these changes and develop regulatory responses to ensure novel technologies do not compromise food safety and public health. This report presents a rapid evidence assessment of the emerging technologies considered most likely to have a material impact on the UK food system and food safety over the coming decade. Six technology fields were identified and their implications for industry, consumers, food safety and the regulatory framework explored. These fields are: Food Production and Processing (indoor farming, 3D food printing, food side and byproduct use, novel non-thermal processing, and novel pesticides); Novel Sources of Protein, such as insects (for human consumption, and animal feedstock); Synthetic Biology (including lab-grown meat and proteins); Genomics Applications along the value chain (for food safety applications, and personal “nutrigenomics”); Novel Packaging (active, smart, biodegradable, edible, and reusable solutions); and, Digital Technologies in the food sector (supporting analysis, decision making and traceability). The report identifies priority areas for regulatory engagement, and three major areas of emerging technology that are likely to have broad impact across the entire food industry. These areas are synthetic biology, novel food packaging technologies, and digital technologies. FSA will need to take a proactive approach to regulation, based on frequent monitoring and rapid feedback, to manage the challenges these technologies present, and balance increasing technological push and commercial pressures with broader human health and sustainability requirements. It is recommended FSA consider expanding in-house expertise and long-term ties with experts in relevant fields to support policymaking. Recognising the convergence of increasingly sophisticated science and technology applications, alongside wider systemic risks to the environment, human health and society, it is recommended that FSA adopt a complex systems perspective to future food safety regulation, including its wider impact on public health. Finally, the increasing pace of technological
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Martin, Kathi, Nick Jushchyshyn, and Claire King. Christian Lacroix Evening gown c.1990. Drexel Digital Museum, 2017. http://dx.doi.org/10.17918/wq7d-mc48.

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The URL links to a website page in the Drexel Digital Museum (DDM) fashion image archive containing a 3D interactive panorama of an evening gown by French fashion designer Christian Lacroix with related text. This evening gown by Christian Lacroix is from his Fall 1990 collection. It is constructed from silk plain weave, printed with an abstract motif in the bright, deep colors of the local costumes of Lacroix's native Arles, France; and embellished with diamanté and insets of handkerchief edged silk chiffon. Ruffles of pleated silk organza in a neutral bird feather print and also finished with a handkerchief edge, accentuate the asymmetrical draping of the gown. Ruching, controlled by internal drawstrings and ties, creates volume and a slight pouf, a nod to 'le pouf' silhouette Lacroix popularized in his collection for Patou in 1986. Decorative boning on the front of the bodice reflects Lacroix's early education as a costume historian and his sartorial reinterpretation of historic corsets. It is from the private collection of Mari Shaw. The panorama is an HTML5 formatted version of an ultra-high resolution ObjectVR created from stitched tiles captured with GigaPan technology. It is representative the ongoing research of the DDM, an international, interdisciplinary group of researchers focused on production, conservation and dissemination of new media for exhibition of historic fashion.
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