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.
Full textWalker, 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.
Full textAlelis, Genevieve. "Older and younger adults' interactions with 3D digital cultural heritage artefacts." Thesis, University of Kent, 2015. https://kar.kent.ac.uk/54726/.
Full textDover, 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.
Full textMARTINELLI, 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.
Full textIn 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.
Power, P. "Future spatial audio : subjective evaluation of 3D surround systems." Thesis, University of Salford, 2015. http://usir.salford.ac.uk/34100/.
Full textHellström, 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.
Full textGarmulewicz, 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.
Full textForsbäck, 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.
Full textWhen 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.
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.
Full textThe 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.
Axelsson, Veronica. "What technique is most appropriate for 3D modeling a chair for a movie production?" Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204307.
Full textVáňa, Dušan. "DIY technologie v digitálním sochařství." Doctoral thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2020. http://www.nusl.cz/ntk/nusl-433180.
Full textAtwaters, Sybrina Yvonne. "Redefining the sacred in 3D virtual worlds: exploratory analysis of knowledge production and innovation through religious expression." Diss., Georgia Institute of Technology, 2014. http://hdl.handle.net/1853/53048.
Full textRaud, Charlie. "How post-processing effects imitating camera artifacts affect the perceived realism and aesthetics of digital game graphics." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34888.
Full textDenna studie undersöker hur post-processing effekter påverkar realismen och estetiken hos digital spelgrafik. Fyra fokusgrupper utforskade en digital spelmiljö medan olika post-processing effekter exponerades för dem. Under kvalitativa fokusgruppsintervjuer fick de frågor angående deras upplevelser och preferenser och detta resultat blev sedan analyserat. Resultatet kan ge en bild av de olika för- och nackdelarna som finns med dessa populära post-processing effekter och skulle möjligen kunna hjälpa grafiker och spelutvecklare i framtiden att använda detta verktyg (post-processing effekter) så effektivt som möjligt.
Leinatamm, Kirke, and Stamatoula Bilali. "Virtual avatars rising : the social impact based on a content analysis and a questionnaire in the context of fashion industry." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-21993.
Full textNilsson, Oskar, and Elin Niklasson. "Utvecklingen av digitalisering i byggproduktion." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20565.
Full textDigital devices have a bigger impact on our daily lives than ever before. The digitalization also occurs in the production process of the building sector. The use of digital devices and programs need to increase to make production more effective. Construction companies and even the Swedish parliament invest in this development. The aim of this study is to map the usage of digital support by workers in different construction trades. The study researches what level of digital skills the building sector expect construction workers to possess and how four different construction trades differ with regards to digitalization. The methods used to produce this study were interviews, a poll, a literature study and a workshop. Four categories were identified during the literature study, namely: digital tools, product information, manufacturing information and company resources. As digitalization is a transformational undertaking, “attitude” was added as a fifth category. Plumbing and ventilation is the trade where the production has been digitalized the most out of the four different trades. All construction workers are expected to be able to handle a smartphone but the expectations beyond that differ because the different trades utilize digital tools and programs to a varied extent.
Parks, Stephen R. "Consuming Digital Debris in the Plasticene." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5438.
Full textSerim, Baris. "Designing for Engagement: Using indirect manipulation to support form exploration in 3D modeling." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22790.
Full textRocha, Danielly Morais. "Entre os morros e as figuras: gravuras rupestres no Parque Nacional Chapadas das Mesas, Carolina, Maranhão." Universidade Federal de Sergipe, 2016. https://ri.ufs.br/handle/riufs/3229.
Full textFundação de Apoio a Pesquisa e à Inovação Tecnológica do Estado de Sergipe - FAPITEC/SE
By mid-18th Century Rock Art (petroglyphs) in Maranhão, Brazil, was first registered by Yves d’Evreux, a french priest, who came to know about its existence from a speech of an indian witchdoctor. These petroglyphs were centuries later described and reproduced by naturalists. In spite of its remarkable importance, these symbolic pre-colonial remains located in the Center-South and South-West regions of the country have been scarcely studied. These rock art sites are part of an ample cultural context including landscape itself and its characteristics that reflect preferences and uses of ancient groups of people.It is probable that the choice for specific petroglyphs supports is related to the availability of suitable areas and the authors’ past landscape experiences and the sensorial aspects that emanate from it. This research work presents a phenomenological approach for the study of the Chapada das Mesas National Park rock art and landscape, so to understand how the sites are physically engaged and to identify features affecting the choice of supports by their materialization and insertion in the regional geomorphological context. So, it was developed a spatial analysis of the sites, paths and local borders, rock surfaces with art and its characteristics, water resources in different forms, the sites and art visibility and the landscape aspects related to perceptions and body movement. A visual register of the rock art was made through the use of digital technology, scanner Artec Eva 3D, producing data and contributing to the discussion about the technological advantages and disadvantages of such a method for documenting and analyzing archaeological remains.
Em meados do século XVII, as gravuras rupestres no Maranhão foram identificadas, a partir do discurso de um pajé indígena, pelo religioso francês Yves d’ Evreux, e, alguns séculos depois, painéis chegaram a ser descritos e reproduzidos por naturalistas. Apesar de serem os vestígios pré-coloniais mais notáveis no Centro-Sul e Sudoeste do Estado, os estudos referentes a essas manifestações simbólicas ainda são escassos no Maranhão. Entende-se que os sítios possuidores de arte rupestre estão incluídos em um contexto cultural amplo que envolve a própria construção da paisagem e características que indicam a preferência das sociedades pretéritas por determinados locais bem como seus usos. Acredita-se que a escolha dos suportes gravados estaria relacionada não apenas a disponibilidade de áreas a serem gravadas, mas, a experiência com a paisagem que esses autores teriam tido no passado, considerando, sobretudo, os aspectos sensoriais que dela emanam. Assim esta pesquisa considerou a abordagem fenomenológica para o estudo das gravuras rupestres e da paisagem no Parque Nacional Chapada das Mesas a fim de compreender como estes sítios estão engajados fisicamente e, identificar características que pudessem influenciar ou não a escolha dos suportes gravados a partir da materialização e inserção destas, no contexto geomorfológico regional. Desse modo, foi realizada uma análise espacial dos sítios, dos caminhos e fronteiras locais, dos suportes gravados e de suas características, das fontes hídricas em suas diferentes formas, a visibilidade dos sítios, das gravuras e de outros aspectos da paisagem que envolvem a percepção e o movimento corporal. Dentro dessa perspectiva a pesquisa também propôs o registro visual das gravuras rupestres a partir do decalque digital e do scanner de mão Artec Eva 3D, trazendo apontamentos sobre as possíveis contribuições, vantagens e desvantagens desse recurso metodológico para documentar e analisar esses vestígios arqueológicos.
Stahl, Isac, and John Kardell. "Hårproduktion genom böjning av förtexturerade hårkort : En undersökning av modelleringsmetoder samt design av hår till spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18612.
Full textRhoades, Melinda J. "Addressing The Computing Gender Gap: A Case Study Using Feminist Pedagogy and Visual Culture Art Education." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1217107478.
Full textMontague, Gregory. "COMPUTER TECHNOLOGYIN THE DESIGN PROCESS." Master's thesis, University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2738.
Full textM.F.A.
Department of Theatre
Arts and Humanities
Theatre MFA
Lindh, Simon. "Bildlärare i en virtuell bildmiljö." Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-34555.
Full textPoczekajło, Paweł. "Algorithms for realisation and implementation of linear stationary digital 3D filters in pipeline structures with Givens rotations : PhD thesis summary." Rozprawa doktorska, [s.n.], 2019. http://dlibra.tu.koszalin.pl/Content/1131.
Full textFenollosa, Artés Felip. "Contribució a l'estudi de la impressió 3D per a la fabricació de models per facilitar l'assaig d'operacions quirúrgiques de tumors." Doctoral thesis, Universitat Politècnica de Catalunya, 2019. http://hdl.handle.net/10803/667421.
Full textLa presente tesis doctoral se ha centrado en el reto de conseguir, mediante Fabricación Aditiva (FA), modelos para ensayo quirúrgico, bajo la premisa que los equipos para obtenerlos tendrían que ser accesibles al ámbito hospitalario. El objetivo es facilitar la extensión del uso de modelos como herramienta de preparación de operaciones quirúrgicas, transformando la práctica médica actual de la misma manera que, en su momento, lo hicieron tecnologías como las que facilitaron el uso de radiografías. El motivo de utilizar FA, en lugar de tecnologías más tradicionales, es su capacidad de materializar de forma directa los datos digitales obtenidos de la anatomía del paciente mediante sistemas de escaneado tridimensional, haciendo posible la obtención de modelos personalizados. Los resultados se centran en la generación de nuevo conocimiento para conseguir equipamientos de impresión 3D multimateriales accesibles que permitan la obtención de modelos miméticos respecto a los tejidos vivos. Para facilitar la buscada extensión de la tecnología, se ha focalizado en las tecnologías de código abierto como la Fabricación por Hilo Fundido (FFF) y similares basadas en líquidos catalizables. Esta investigación se alinea dentro de la actividad de desarrollo de la FA en el CIM UPC, y en este ámbito concreto con la colaboración con el Hospital Sant Joan de Déu de Barcelona (HSJD). El primer bloque de la tesis incluye la descripción del estado del arte, detallando las tecnologías existentes y su aplicación al entorno médico. Se han establecido por primera vez unas bases de caracterización de los tejidos vivos – principalmente blandos – para dar apoyo a la selección de materiales que los puedan mimetizar en un proceso de FA, a efectos de mejorar la experiencia de ensayo de los cirujanos. El carácter rígido de los materiales mayoritariamente usados en impresión 3D los hace poco útiles para simular tumores y otras referencias anatómicas. De forma sucesiva, se tratan parámetros como la densidad, la viscoelasticidad, la caracterización de materiales blandos en la industria, el estudio del módulo elástico de tejidos blandos y vasos, la dureza de los mismos, y requerimientos como la esterilización de los modelos. El segundo bloque empieza explorando la impresión 3D mediante FFF. Se clasifican las variantes del proceso desde el punto de vista de la multimaterialidad, esencial para hacer modelos de ensayo quirúrgico, diferenciando entre soluciones multiboquilla y de mezcla en el cabezal. Se ha incluido el estudio de materiales (filamentos y líquidos) que serían más útiles para mimetizar tejidos blandos. Se constata como en los líquidos, en comparación con los filamentos, la complejidad del trabajo en procesos de FA es más elevada, y se determinan formas de imprimir materiales muy blandos. Para acabar, se exponen seis casos reales de colaboración con el HJSD, una selección de aquellos en los que el doctorando ha intervenido en los últimos años. El origen se encuentra en la dificultad del abordaje de operaciones de resección de tumores infantiles como el neuroblastoma, y en la iniciativa del Dr. Lucas Krauel. Finalmente, el Bloque 3 desarrolla numerosos conceptos (hasta 8), actividad completada a lo largo de los últimos cinco años con el apoyo de los medios del CIM UPC y de la actividad asociada a trabajos finales de estudios de estudiantes de la UPC, llegándose a materializar equipamientos experimentales para validarlos. La investigación amplia y sistemática al respecto hace que se esté más cerca de disponer de una solución de impresión 3D multimaterial de sobremesa. Se determina que la mejor vía de progreso es la de disponer de una pluralidad de cabezales independientes, a fin de capacitar la impresora 3D para integrar diversos conceptos estudiados, materializándose una posible solución. Para cerrar la tesis, se plantea cómo sería un equipamiento de impresión 3D para modelos de ensayo quirúrgico, a fin de servir de base para futuros desarrollos.
Richert, Kåge Felicia. "Datorgenererad eller verklig? En undersökning om personer i åldern 18-34 har ett kritiskt förhållningssätt till datorgenererade fotorealistiska bilder." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-168053.
Full textToday there are many digital tools for anyone to use in order to create high-quality,photo-realistic computer-generated images. It is becoming more and more difficult todetermine whether these are photographs or computer-generated – and the digitaltechnology continues to develop rapidly. Computer-generated people in the form ofvirtual influencers appeared on the platform Instagram in 2016, where over 100 millionimages and videos are being published every day. Of the global audience, 65 % are 18-34year olds. This study aims to look into if people between the ages of 18-to-34 have a criticalapproach to computer-generated photo-realistic images on Instagram, focusing on people inimages. The conclusions of the study showed that the target group has a critical approach tothese images to a certain extent. Their analysis is relatively shallow, with focus on the senderand possibly if there is a deeper message or a purpose of selling. Instagram is primarily seenas a platform used for entertainment, where a lot of the content is fake and does not needto be analyzed. Scrolling among images is done in a rather rapid pace. User habits andinterests seem to govern what is to be analyzed. Knowledge of 3D-tools used to createphoto-realistic computer-generated images did not significantly affect the ability todetermine whether people in images are computer-generated or real. Overall, the targetgroup has a relatively good ability to determine whether the person is computer-generatedor real. However, if the person is photo-realistic enough and natural details cause the personto blend in, it is difficult for the target group to determine whether the person iscomputer-generated or real.The study was conducted with a qualitative approach through an interview in focus group aswell as personal interviews. Thereafter, a survey was sent out to collect quantitative data toclarify the results of the interviews. All data was analyzed through a thematic contentanalysis, which was then discussed in the light of what is previously known in the field.
Ericsson, Duffy Mikael. "DRAWN TO LIFE: Exploring real-time manipulation of the digitally represented surface in comics on smartphones and tablets." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23439.
Full textSouliotou, Anastasia Zoé. "Art en réseaux : la structure des réseaux comme une nouvelle matrice pour la production des œuvres artistiques." Thesis, Paris 8, 2015. http://www.theses.fr/2015PA080121.
Full textThis thesis examines and shows ways in which the structure of networks can provide a new matrix for the production of artworks. In order to answer this question we start by studying: the evolution of the term ‘network’ from the ancient times up to nowadays; the theories that refer to network structure or network dynamics. Then we present the applications of these theories into both art and science. We list and analyze eight different types of networks and then we feature artworks which have been inspired by these network types or have used the network structure of a certain type as a matrix for art making. We propose the Imaginary Lines project, a three-dimensional network model which is based on the concept of a metro composed of imaginary lines. More precisely Imaginary Lines metro network encompasses seven paradoxical lines which move, (dis)appear and produce supplementary infrastructure. The Imaginary Lines metro unveils the importance of geography and spatiality, in contrast with topological network graphic representations, which remain insufficient, in terms of utmost accuracy in representation and comprehension of network structure. Additionally, the Imaginary Lines network innovation lays in its infrastructure dynamics as well as in its self-organisation. The objective of the Imaginary Lines artistic project is to visualise a concept by creating an unusual metro, which goes beyond traditional fixed-route transport networks and can support alternative forms of urban transport development
Lai, Chun-Wei, and 賴俊維. "Development of 3D Digital Printing Technology." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/68076356346217196226.
Full text國立清華大學
動力機械工程學系
98
There are two main methods to attach the colorful patterns to the free form surface of 3C products at present time, one is IMD and the other is screen-printing. Because of the cost on molding and plate-making, both methods are only suitable for the mass production. In this study, software is firstly used to do 3D modeling, after that the pattern is applied on the 3D model and then plans the printing paths by using mapping transformation. The pre-process of the printing can be finished on computer. The hardware is based on the 5-axis CNC machine; the spindle of the 5-axis CNC machine is replaced by a commercial printer and uses the software of the printer to print the pattern. Furthermore, since the distance between the print head and curved surface is not a constant, it is necessary to maintain the distance in an optimal range. The width of pattern print head can print at a time is limited by the curvature of the printing surface. If the curvature of surface is too big, the print head should print only at the region which can print out a good printing quality. The rest unprinted area is printed after rotating the print head a proper angle. Since print head and surface model are substitute for the tool and work piece, so it is necessary to design the fixture to fix the print head and curved surface model. Moreover, how to synchronize the print signal and 5-axis machine is also important. As mentioned above, this study hopes to achieve printing colorful patterns on the 3D free form surface.
余昶叡. "Applying 3D Model Reconstruction Technology to Digital Storytelling." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/93767118703671706062.
Full text國立彰化師範大學
資訊管理學系所
102
Often, people are not able to effectively express the thought, concept, creativity, or storyline in their mind. Therefore, to help others understand the message we try to convey, we use concrete means to express what is in our mind. Currently, commercial digital storytelling systems are mainly 2D systems, providing users a comparatively convenient way to express and present their stories (Liu, 2010). Nevertheless, scenarios presented in 2D digital storytelling still have their limitations such as the difficulties in distinguishing the relative relationship (distance, size, shape) among objects. Therefore, this research integrated augmented reality and 3D model reconstruction techniques and developed an augmented reality storytelling system (ARSS), allowing users to demonstrate their 3D digital story easily and efficiently. Subjects were sixty students at a university in central Taiwan and they were asked to perform a usability test on the proposed system and Toom Boon StoryBoard (TBSB), a 2D digital storytelling system. Psychological pressure and creativity were also measured using questionnaire. Results showed that there was no significant difference statistically in usability between ARSS and TBSB. However, in terms of psychological pressure and creativity, ARSS was superior to TBSB. Furthermore, from the questionnaire results, it showed that users were willing to continuously use ARSS for story creation and would not hesitate in recommending ARSS to others. keywords: Augmented Reality, 3D Model Reconstruction, Digital Storytelling, Psychological burden and Creativity.
Chen, Shih-I., and 陳世儀. "Application of Grid Technology to Integrate Digital Topography and Application of Grid Technology to Integrate Digital Topography and Digital Topographic Model into 3D Topographic Model." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/38049766041781801637.
Full text大葉大學
資訊工程學系碩士在職專班
94
The current map information in Taiwan such as digital topography, digital terrain model and other atlas such as map, traffic network and administrative boundary are established and stored by different government organization. This makes the integration and application of the cross-platform system difficult. If it is possible to apply Grid for system integration and form the Grid geographical information system, it would advantage to integrate the data to information and provide additional value. Nowadays, the information needed for flight simulation, guide application, and the forecast of mudflows and landslides are the 3D topographic information, which have not been established completely. Therefore, this study will research whether the grid technology can integrate the existing 2D digital topography and digital terrain model(DTM) which are dispersed everywhere. The 3D topographic model is established based on this information in order to minimize the time needed for establishment.
劉子勤. "A Study of Digital Game-based Learning Space Using 3D Stereoscopic Technology." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/12337343095149023557.
Full text國立彰化師範大學
資訊管理學系所
102
Nowadays, 3D stereoscopic technology is getting popular in the entertainment industry. The “Avatar” and “Life of Pi” popular movie filmed, 3D stereoscopic movie has received wide attention. 3D stereo could enrich the user’s visual experience and make the image more realistic. Using life-like 3D stereoscopic technology in the digital game-based learning space, learners could interact with others easier in such virtual space. In spite of the popularity of S-3D in the 3D stereoscopic technology in digital game-based learning space is rare, these research conducted an experiment to study the relationship between the 3D stereoscopic and the virtual learning space, to realize whether the presentation of 3D stereo can enhance the learners’ interaction. To implement a virtual space, we build a S-3D learning space, TIMBERLAND, the learners in this place will play a role of a forest guardian. With the 3D visual effects from 3D Shutter Glasses and interacting with the NPC, learners will earn the knowledge of natural science. We also developed a research model, using questionnaire survey to evaluate the experiment. 70 participants were recruited in this experiment, learners are very satisfied my learning space and the positive effects were found, that is, learners felt joy and fun while interacting with NPC and the 3D stereoscopic technology bring the positive effects. Empirical result using SPSS shows the responses of learners are very positive on learning effectiveness and Satisfaction.
"Beyond Plastic Filament: An Exploration of 3D Printing as a Part of Creative Practices." Doctoral diss., 2020. http://hdl.handle.net/2286/R.I.57217.
Full textDissertation/Thesis
Doctoral Dissertation Media Arts and Sciences 2020
Chen, Yi-Chun, and 陳怡君. "A Preliminary Study of 3D Digital Modeling Technology for Glass Slide Projectors of Film Theater in Taiwan." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/42632646610202581084.
Full text國立雲林科技大學
文化資產維護系
104
The conservation of industrial heritage is a difficult task. In order to reduce losses, approaches that perform quick record of status of heritage have always been addressed. This research focued on glass slide projectors as industrial heritage for 3D modeling. Glass slide projectors was one of the auxiliary tools used in film theater in Taiwan. This kind of slide projectors helped to inform audiences some public announcements in early days that the communication technologies were not developed well. In this study, three kinds of 3D digital modeling technologies and devices were used to build 3D digital model for glass slide projectors. The 3D digital modeling technologies and devices in this research were Image-based-modeling (IBM) software ”Agisoft Photoscan”, Artec Spider 3D scanner, and absolute arm with external laser scanner. As the result, the 3D digital models built by Agisoft Photoscan and absolute arm with external laser scanner were more applicable to record 3D information of glass slide projectors and components. The results show that Image-based-modeling and absolute arm with external laser scanner were able to record the outward appearance, significant deterioration and vestige of the glass slide projectors. This research provides a suggested way for recording glass slide projectors and Industrial heritage for the future.
CHEN, I.-CHENG, and 陳羿赬. "Application of 3D point cloud modeling technology for the digital reproduction of the old city of Zuoying." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/mm22xg.
Full text正修科技大學
營建工程研究所
106
This study combines the 3D laser scanner with the unmanned aerial vehicle to obtain the 3D point cloud data and image data for the planning needs of historical building information models. From the spatial information model of informational surveying and mapping technology, the dismantling structure of historical buildings is constructed to be applied to the collection and display of cultural relics digitally. This dissertation is to make use of all kinds of informational mapping techniques to complete the two-dimensional and three-dimensional data acquisition of historical buildings and establish a database of associated information of cultural relics spatial information model to realize the information management of cultural capital units and the construction of three-dimensional modeling data.
Gardiner, Matthew. "ORI* on the aesthetics of folding and technology." Thesis, 2019. http://hdl.handle.net/1959.13/1397831.
Full textThe art of oribotics involves a process of imagining and creating geometry for static and kinetic origami structures to fit a desired form. It is a two-fold difficult task. Firstly, tools for calculating the geometry are few, and those existing lack key aesthetic and functional criteria specific to my artistic practice. Secondly, material issues, such as durability and complex foldability, compound the issues for fabrication. Existing methods, even those applying digital fabrication, pose complex folding problems that confound origami experts. Case studies are provided of leading origamists working with software, fabrication and materials to analyse and summarise processes. Analysis of these led to the synthesis and identification of differentiating criteria that inspired the invention of two key methods: Fold-Mapping and Fold-Printing. Fold-Mapping abstracts naturally occurring origami patterns into fold-molecules for tessellation across target geometric surfaces. It allows an artist to prioritise the sculptural shape of the result while seeking a kinetic solution through experimentation with different fold-molecules. A developability algorithm then flattens the crease pattern into geometry for fabrication. Fold-Printing allows the fabrication of Fold-Mapping results. It includes results of high-order complex-foldability by 3D printing whereby polymers are deposited onto textiles forming a durable polymer plate-structure separated by perfect textile hinges. Evaluation of the methods is two-fold. Firstly, the methods were continuously evaluated and refined through invention based trial-and-error. Secondly, the artefacts were evaluated according to a set of aesthetic criteria which in this thesis are collectively called ORI* theory. ORI* theory includes origami and oribotic criteria, and a metric for complex-foldability. For proof of concept, the methods are presented as an evaluated set of successful traits and developed solutions. These produce developable crease patterns from target geometries and afford the fabrication and foldability of complex ORI* objects. Fold-Printing allows near impossible-to-fold patterns to become foldable objects. The methods do not succeed in all circumstances, and that success is additionally dependent on the author’s experience of origami structures. The aesthetic qualities and material properties of the artistic results have distinct qualities that qualify them to meet the particular criteria required for ORI* objects. The thesis concludes with the proposing of future work: 1) in the direction of soft-robotic applications using both Fold-Mapping and Fold-Printing methods, and 2) the creation of enhanced aesthetic and technical ORI* objects across many disciplinary domains.
Trenfield, S. J., A. Goyanes, Richard Telford, D. Wilsdon, M. Rowland, S. Gaisford, and A. W. Basit. "3D printed drug products: Non-destructive dose verification using a rapid point-and-shoot approach." 2018. http://hdl.handle.net/10454/16553.
Full textThree-dimensional printing (3DP) has the potential to cause a paradigm shift in the manufacture of pharmaceuticals, enabling personalised medicines to be produced on-demand. To facilitate integration into healthcare, non-destructive characterisation techniques are required to ensure final product quality. Here, the use of process analytical technologies (PAT), including near infrared spectroscopy (NIR) and Raman confocal microscopy, were evaluated on paracetamol-loaded 3D printed cylindrical tablets composed of an acrylic polymer (Eudragit L100-55). Using a portable NIR spectrometer, a calibration model was developed, which predicted successfully drug concentration across the range of 4–40% w/w. The model demonstrated excellent linearity (R2 = 0.996) and accuracy (RMSEP = 0.63%) and results were confirmed with conventional HPLC analysis. The model maintained high accuracy for tablets of a different geometry (torus shapes), a different formulation type (oral films) and when the polymer was changed from acrylic to cellulosic (hypromellose, HPMC). Raman confocal microscopy showed a homogenous drug distribution, with paracetamol predominantly present in the amorphous form as a solid dispersion. Overall, this article is the first to report the use of a rapid ‘point-and-shoot’ approach as a non-destructive quality control method, supporting the integration of 3DP for medicine production into clinical practice.
Open Access funded by Engineering and Physical Sciences Research Council United Kingdom (EPSRC), UK for their financial support (EP/L01646X).