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Dissertations / Theses on the topic 'Scene simulator'

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1

Becová, Lucia. "Měření parametrů lidského operátora." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2019. http://www.nusl.cz/ntk/nusl-400558.

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This work focuses on evaluating the parameters of the human operator as the driver of the vehicle simulator. In the first part, the thesis focuses on the examination of human operator parameters evaluation. In the second part of the thesis is a proposal of various scenarios focused on a specific area of measurement. At the end, the work focuses on the processing and evaluation of measured data obtained from the drivers tested.
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Macurová, Nela. "6-DOF lokalizace objektů v průmyslových aplikacích." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2021. http://www.nusl.cz/ntk/nusl-445571.

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The aim of this work is to design a method for the object localization in the point could and as accurately as possible estimates the 6D pose of known objects in the industrial scene for bin picking. The design of the solution is inspired by the PoseCNN network. The solution also includes a scene simulator that generates artificial data. The simulator is used to generate a training data set containing 2 objects for training a convolutional neural network. The network is tested on annotated real scenes and achieves low success, only 23.8 % and 31.6 % success for estimating translation and rotation for one type of obejct and for another 12.4 % and 21.6 %, while the tolerance for correct estimation is 5 mm and 15°. However, by using the ICP algorithm on the estimated results, the success of the translation estimate is 81.5 % and the rotation is 51.8 % and for the second object 51.9 % and 48.7 %. The benefit of this work is the creation of a generator and testing the functionality of the network on small objects
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3

Shor, Eric H. "3-D longwave infrared synthetic scene simulation /." Online version of thesis, 1990. http://hdl.handle.net/1850/11361.

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4

Lapierre, Isabelle. "Modelisation, simulation et comprehension de scenes naturelles. Application aux scenes routieres." Paris, ENMP, 1993. http://www.theses.fr/1993ENMP0488.

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Le domaine d'etude est l'interpretation de scenes naturelles appliquee aux problemes de l'assistance a la conduite automobile. Dans le cas de scenes d'exterieur, l'interpretation d'images reste delicate car les objets a reconnaitre sont complexes a modeliser et ils sont meles au reste de la scene. Nous proposons dans cette these une architecture nouvelle pour l'interpretation. Notre demarche est d'associer au systeme d'interpretation un simulateur pour maitriser la modelisation. La comprehension de scenes fait alors intervenir la notion de contexte a tous les stades de l'interpretation afin d'ameliorer en temps et qualite les resultats. L'analyse de sequences d'images routieres consiste a construire un modele routier spatio-temporel et a classer les differentes primitives des images de la sequence. Cette nouvelle approche est assez generale pour etre appliquee a d'autres types de scenes comme les images aeriennes, medicales,
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Sherrill, Ryan E. Sinclair Andrew J. "Scene generation and target detection for Hardware-in-the-Loop simulation." Auburn, Ala, 2009. http://hdl.handle.net/10415/1658.

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6

Warnick, James S. "A quantitative analysis of a self-emitting thermal IR scene simulation system /." Online version of thesis, 1990. http://hdl.handle.net/1850/10845.

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7

Berisset, Philippe. "Simulation of millimeter wave radar return from a three dimensional environmental scene." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/49905.

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8

Kamat, Vineet Rajendra. "Enabling 3D Visualization of Simulated Construction Operations." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/35470.

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Simulation modeling and visualization can substantially help in designing complex construction operations and in making optimal decisions where traditional methods prove ineffective or are unfeasible. However, there has been limited use of simulation in planning construction operations due to the unavailability of appropriate visual communication tools that can provide users with a more realistic and comprehensible feedback from simulation analyses. Visualizing simulated construction operations in 3D can significantly help in establishing the credibility of simulation models. In addition, 3D visualization can provide valuable insight into the subtleties of construction operations that are otherwise non-quantifiable and presentable. New software development technologies emerge at incredible rates that allow engineers and scientists to create novel, domain-specific applications. This study capitalized on a computer graphics technology based on the concept of the "Scene Graph" to design and implement a general-purpose 3D Visualization System that is Simulation and CAD-software independent. This system, the "Dynamic Construction Visualizer", enables realistic visualization of modeled construction operations and the resulting products in 3D and can be used in conjunction with a wide variety of simulation tools. This thesis describes the "Dynamic Construction Visualizer" as well as the "Scene Graph" architecture and the Frame Updating algorithms used in its design.
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9

BOIVIN, SAMUEL. "Simulation photorealiste de scenes d'interieur a partir d'images reelles." Palaiseau, Ecole polytechnique, 2001. http://www.theses.fr/2001EPXX0003.

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La synthese d'images a souvent pour objectif de simuler la realite, et elle est aidee en cela par des algorithmes de rendu realiste. Malheureusement, peu de techniques se referent a des images reelles pour calculer des images synthetiques, limitant ainsi le realisme des resultats obtenus. Nous proposons ici une nouvelle approche issue du rendu inverse, et qui consiste a creer une nouvelle image de synthese photorealiste, depuis une seule image reelle prise avec une camera quelconque, et en utilisant un modele geometrique 3d de la scene (incluant les sources de lumiere). Cette image reelle est employee pour estimer automatiquement les parametres d'une fonction de distribution de reflexion bidirectionnelle (brdf), fondee sur le modele de ward. Nous demontrons que nous pouvons ainsi retrouver les reflectances des surfaces diffuses, speculaires (parfaites ou non), isotropes, anisotropes ou texturees, grace a tout un ensemble d'algorithmes iteratifs et hierarchiques. Chacun de ces algorithmes recherche la meilleure approximation possible de la fonction de reflexion de la surface analysee, en minimisant l'erreur entre l'image reelle et l'image synthetique generee par rendu realiste. Des exemples de reconstruction geometrique et photometrique sur des scenes d'interieur sont montres, ainsi que les images d'erreurs entre l'image reelle et l'image synthetique. Par ailleurs, nous apportons plusieurs idees theoriques et pratiques pour la conception d'un logiciel de calcul d'images de synthese qui soit a la fois rapide, mais aussi capable de creer des images photorealistes. Enfin, nous proposons plusieurs applications directes de notre methode, pour la realite augmentee, ou la compression de sequences d'images par exemple.
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Merino, Luis. "Modélisation du rayonnement solaire pour la simulation thermique en milieu urbain." Thesis, Compiègne, 2013. http://www.theses.fr/2013COMP2115.

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Le rayonnement solaire est la variable la plus importante pour le calcul du bilan thermique du bâtiment. Son calcul requiert des relations géométriques pour la composante directe et un modèle de ciel pour distribuer le rayonnement diffus sur la voûte céleste. Des modèles développés pour des collecteurs solaires sont utilisés pour calculer le rayonnement solaire atteignant l'enveloppe du bâtiment. Des outils calculent le rayonnement en adaptant des modèles de ciel développés pour l'éclairage naturel. Bien que ces modèles de ciel, avec des genèses différents, servent à calculer le rayonnement solaire, il convient de préciser quel est le plus adapté pour travailler en milieu urbain.En nous appuyant sur une étude des données météorologiques, des modèles de ciel et des techniques numériques, on a mis en place un code susceptible de calculer le rayonnement direct (soleil) et diffus (ciel) et leur interaction avec la géométrie urbaine. La nouveauté réside dans l'évaluation du rayonnement solaire en utilisant un modèle de ciel isotrope et deux anisotropes. L’interaction entre ces modèles et la géométrie urbaine est mise en évidence avec une série d’exemples géométriques progressivement plus complexes. Des méthodes pour tuiler la voûte céleste sont présentées. Les différences entre le rayonnement calculé avec les modèles anisotropes (le modèle de source ponctuelle et le modèle tout temps de Perez) qui sont peu importantes dans une scène dégagée, deviennent significatives dans une scène urbaine. Des contributions ont également été apportées à la mise en place d’une station météorologique ainsi que des procédures pour l’analyse statistique des données et leur contrôle de qualité
Solar irradiation is the most important parameter for building thermal simulation. Its calculation requires geometrical relationships for the direct radiation from the Sun and a sky model to distribute the radiance over the sky vault. Sky models developed for solar collectors are used to calculate the building’s solar irradiation availability. Some software calculates building’s irradiation by adapting sky models for lighting simulations. These models allow to compute solar irradiation, but the selection of the most suitable model for urban applications has not been defined clearly enough. We developed a code, based on the study of numerical methods, sky models and the necessary meteorological data. It calculates the solar irradiation availability in the urban context. The novelty lies in its capacity to evaluate the solar irradiation from the Sun and the sky by using three sky models: one isotropic and two anisotropic. The interaction between each sky model and the urban context is made clear in a series of progressively more complex geometric examples. Procedures to partition the sky vault are presented.Differences between the predicted irradiance by the anisotropic models (Perez punctual source and Perez All-Weather) are classified as small and large in unobstructed and obstructed scenes respectively. Contributions have also been made to set up a meteorological station. Statistical analyses as well as quality control procedures of meteorological data were also implemented
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11

Van, Hook Richard Lowell. "Scene Motion Detection in Imagery with Anisoplanatic Optical Turbulence." University of Dayton / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1627662320723019.

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12

Nordhus, Lars Espen Strand. "Ray Tracing for Simulation of Wireless Networks in 3D Scenes." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-23002.

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Simulating WIFI and other similar radio waves in real-time environments has a tremendous potential, and is a hot topic in modern computer science. The Norwegian Road Authority in Trondheim (Norway) has created a physical test road for simulating future road to vehicle communications in a realistic setting. By doing so they get an excellent physical simulator for realistic small scale testing which can be used to verify a computational simulator. IEEE has created a vehicle-to-vehicle communication standard called IEEE 802.11p: Wireless Access for the Vehicular Environment (WAVE) [Wireless Access in Vehicular Environments]. On the 24th of April 2013, the cross country cooperation Compass4D met in Denmark, where 90 buses will be equipped and tested using this standard for at least one year [http://www.ertico.com/compass4d-project-consortium-meets-in-denmark-where-90-buses-will-be-equipped-and-trialed-for-at-least-one-year/]. These examples are just some of the many great contributions which are aiming towards developing a technology to better the efficiency and safety of roads.In this project, we develop a comprehensive real-time large scale WiFi simulator. It simulates vehicle-to-vehicle and vehicle-to-road communication, and can be a good supplement to systems like the ones in Denmark and Norway. To make large scale testing possible and affordable, we have created a way to generate simplified versions of real life streets and structures using Open Street Maps. The goal of this thesis is to make it possible to simulate dynamic traffic environments with communication in real-time.To achieve this, we harness the compute power of graphics cards which is shown to be extremely powerful in solving massive parallel tasks like ray tracing, the core computational method used in our work. In our case, we use it to trace line-of-sight for the mobile WiFi signals (rather than photon rays). This is done by using the NVIDIA OptiX ray tracing engine for most of the heavy calculations. Using the same framework, we also implement a dynamic environment with both static and moving senders/receivers to illustrate a realistic traffic scenario.Our system has been tested on several benchmarks to examine how it performs in different scenarios. Our results show that it is feasible to created a system capable of simulating medium resolution scenarios with a great number of senders, buildings and moving obstacles in real-time with a frame rate of at least 24fps. We also show that the number of objects, the resolution and even the number of receivers can be increased substantially when simulating vehicle-to- vehicle communication, since it requires lower update rates. Several ideas for how to extend this work is also included.
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Ozger, Murat. "Paying attention to the evidence : a comparison of perception and decision making processes in novice and experienced 'scene of crime' officers using eye tracking in simulated crime scene scenarios." Thesis, University of Lincoln, 2016. http://eprints.lincoln.ac.uk/26649/.

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Research on crime scene investigation has strongly focused on the technical aspects of the process, while cognitive aspects (searching, reasoning and perception) have often been overlooked. Textbooks on forensic sciences tend to focus on identifying and processing evidence, and the use of equipment while it can be argued that cognitive factors in processing such evidence and using equipment are equally important. This thesis studies the cognitive aspects of crime scene investigation by comparing eye movement patterns in experts and novices. Studies in various domains, including surgery, sports, and chess playing have shown that eye movements differ between experts and novices, providing a tool towards a more objective assessment of skill than is possible with peer assessment. In four experiments eye movements of experts and novices were examined during (1) inspection of photographs of crime scenes on a computer screen (2) a change blindness task on crime and non-crime scene images, (3) active exploration of a simulated crime scene and (4) the assessment of emotional crime and natural scenes. While some trends in eye movement differences, such as a tendency on longer fixation durations and a broader focus on the overall scene and less on the direct evidence could be found in experts compared to novices, differences between experts and novices were considerably smaller than in other domains, despite the broad range of measures extracted from the data. This lack of clear expertise effects may relate to the rather diverse range of perceptual layouts of crime scenes, reducing possible top-down effects of expertise on the deployment of attention. The results will be discussed with a view of possible directions of future research in this domain.
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14

SERE, BOUBAKAR. "Effet mccollough. Resolution non homogene d'images de scenes naturelles. Modelisation, simulation et tests comportementaux." Grenoble 2, 1998. http://www.theses.fr/1998GRE29053.

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Cette these porte sur la modelisation, la simulation et le test comportemental de phenomenes et proprietes du systeme visuel. Elle se subdivise en deux parties thematiques, l'une porte sur l'effet mccollough et l'autre sur la resolution non homogene de scenes visuelles naturelles. La premiere partie porte sur l'effet mccollough, qui est un effet consecutif bi-dimensionnel liant temporairement une couleur et une orientation specifiques. Ce theme poursuivait deux objectifs principaux : a) le premier etait d'examiner l'idee qu'un principe de "separation de sources" (herault & ans, 1984; jutten & herault, 1991) pouvait rendre compte du phenomene de mccollough. Nous avons pour ce faire implemente un reseau de neurones formels base sur ce principe et simule l'effet mccollough (sere, marendaz, herault et alleysson, 1996; sere, marendaz et herault, soumis). Ce modele a permis de faire un certain nombre de predictions corroborees par des donnees experimentales. B) le second objectif etait de tester si la pente de la recherche, dans le cadre du paradigme de recherche visuelle, pouvait constituer un indicateur quantitatif fiable de l'effet mccollough. La seconde partie de la these porte sur la modelisation et la simulation de la resolution de l'oeil en fonction de l'excentricite retinienne. L'enjeu pragmatique de cette recherche etait d'etudier la possibilite de generer des images complexes sans avoir a les definir completement de maniere a reduire leur cout informatique. En partant de donnees psychophysiques de mesure de l'acuite visuelle chez le sujet humain, nous avons defini un modele de resolution non homogene d'image, puis realise une simulation du modele en generant des images a resolution non homogene par le biais d'un filtrage spatialement variant, et enfin affine le modele grace a une serie de tests comportementaux, avec, notamment, une technique d'asservissement de l'image au regard
This thesis relates to the modeling, simulation and behavioral tests of phenomena and properties of the visual system. It is subdivided in two themes, one relates to the mccollough effect (a color after-effect contingent to pattern orientation) and the other on the nonhomogeneous resolution of natural visual scenes. The part of the thesis had two aims: a) the first was to examine the idea that a principle of "separation of sources" (herault & ans, 1984; jutten & herault, 1991) could account for the mccollough effect. We implemented a neural network based on this principle and simulated the mccollough effect (sere, marendaz, herault and alleysson, 1996; sere, marendaz and herault, subjected). This model made predictions corroborated by experimental data. B) the second objective was to examine wether the slope of search, in the paradigm of visual search (treisman & gelade,1985) could be a reliable quantitative indicator of the mccollough effect. The second part of the thesis relates to the modeling and the simulation of the resolution of the eye as function of the retinal eccentricity. The pragmatic aim of this search was to study the possibility of producing complex images without defining them entirely in high resolution in order to reduce their dataprocessing cost. We modeled visual resolution by on a space-variant low-pass filter, having variable convolution kernel according to retinal eccentricity. The parameters of the model were computed from the psychophysical measure of visual acuity as function of retinal eccentricity (virsu & nasanen, 1978). The implementation of the model allowed us to generate nonhomogeneous spacevariant resolution scene images simulating the filtering operated by the eye. These scenes were used to test and optimize the model by the means of experiments in static vision (tachistoscopic presentation) and in dynamic vision (the resolution of the scene is defined in real time as function of the position of the glance
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MARINS, AARAO IRVING MANHAES. "A METHOD FOR MASSIVE AGENTS SIMULATION OF SEA SCENES FOR TV / FILM PRODUCTIONS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24036@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE SUPORTE À PÓS-GRADUAÇÃO DE INSTS. DE ENSINO
PROGRAMA DE EXCELENCIA ACADEMICA
Esta dissertação de mestrado apresenta um método para simular cenas de mar para TV/Cinema com um grande número de agentes de vários tipos (embarcações, portos, pessoas, ...) para produções com elevado grau de realismo de imagem e comportamento dos agentes. Este método usa modelagem em lógica nebulosa (fuzzy) e programação no sistema MASSIVE de maneira a integrar os resultados com sistemas de rendering e composição de imagens de alta resolução. Um objetivo importante desta dissertação é criar um sistema que facilita o trabalho de modeladores e designers envolvidos no pipeline de produção.
This MSc dissertation presents a method to simulate sea scenes for TV / Film with a large number of agents of various types (vessels, ports, people ...) for productions with a high degree of realism in both image and agent s behavior. This method uses modeling in fuzzy logic and programming in the MASSIVE system as the main approach to integrate the results with rendering systems and high-resolution images composition. An important goal of this dissertation is to create a system that facilitates the work of modelers and designers involved in the production pipeline.
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Gaussier, Philippe. "Simulation d'un systeme visuel comprenant plusieurs aires corticales : application a l'analyse de scenes." Paris 11, 1992. http://www.theses.fr/1992PA112386.

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La demarche de notre travail est liee a la volonte de reunir des resultats epars obtenus en traitement des images, en intelligence artificielle, en psychologie, ou neurobiologie afin de mieux comprendre le fonctionnement du cortex cerebral et de realiser des systemes capables de depasser les limites des systemes actuels. Le systeme etudie est un point robot simule dote d'un seul il qu'il est capable de deplacer de facon a simuler des saccades visuelles. Son but est de reconnaitre dans une scene complexe des objets precedemment appris meme s'ils sont bruites, en partie occultes ou ont subi une rotation par rapport a la version apprise. Nous avons realise l'ensemble de cette chaine de traitements sous la forme de reseaux de neurones. Elle comprend une extraction de contour, la recherche de points caracteristiques, l'interpretation, la commande des mouvements oculaires et la simulation de rotations mentales. Les differentes representations d'un objet sont apprises par des reseaux simulant le fonctionnement des differentes aires corticales. Le reseau complet peut etre entierement realise avec moins de dix couches consecutives de neurones ce qui permet de considerer notre modele comme plausible en terme de vitesse par rapport a des neurones reels
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Engström, Per. "Haptic interaction with rigid body objects in a simulated environment." Thesis, Linköping University, Department of Science and Technology, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7221.

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The purpose of this report is to cover the procedure of creating and explaining how to use a tool kit that allows the haptic Application Programming Interface (API) H3D from SenseGraphics to be used in conjunction with an advanced physics simulator from Meqon. Both haptic applications and physics engines have developed rapidly the last couple of years but they are rarely used together. If such a connection would be created it would be possible to interact with complex environments in a new way and a variety of haptic applications can be produced.

The physics engine from Meqon has gained recognition for its abilities to produce realistic results due to efficient implementation of collision detection system, friction models and collision handling, among other things. H3D is a completely open source API that is based on standards such as OpenGL and X3D. H3D consists of a data base containing nodes, an XML parser to extract a scene graph from the data base and functionality to produce a graphic and haptic interface.

The tool kit produced in this thesis is an extension to H3D. A fundamental function of the tool kit is to communicate with the Meqon system and still be a part of the H3D structure. The Meqon system has a modular structure where each module has its own abilities. Only the rigid body module is utilised by the tool kit, which however is the most important module. It is possible to define global settings of the engine and rigid body module, add rigid bodies with several elements and insert constraints on the motion of the rigid bodies into the engine. All of these operations are done from the X3D file format that H3D uses, thus letting all functionality of the H3D system available.

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Peyrat, Alexandre. "Modélisation, simulation et visualisation de détails dans les scènes naturelles réalistes." Limoges, 2011. https://aurore.unilim.fr/theses/nxfile/default/09f353fe-252a-4eff-99ae-762743806cd4/blobholder:0/2011LIMO4030.pdf.

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Le réalisme d’une scène naturelle est fortement dépendant de la quantité et la variété d’objets la composant. Ce nombre d’éléments ainsi que leurs différences au sein d’une même famille constituent une hétérogénéité nécessaire de ce réalisme. Le vieillissement est un autre aspect important pour l’étude des scènes naturelles. En effet, une scène sans défauts paraitrait trop “neuve” et peu réaliste. La modélisation et le rendu de ces détails posent des problèmes couvrant plusieurs domaines de recherche. Nous devons fournir, pour chaque famille d’objets désirée, la possibilité d’en générer un grand nombre différent les uns des autres tout en les conservant identifiables. Ces objets doivent aussi pouvoir subir des formes de vieillissement afin de s’intégrer au mieux dans la scène naturelle désirée. Ces vieillissements spécifiques se traduiront par une altération des formes, des couleurs et de l’aspect des éléments qui peupleront la scène. Premièrement, pour explorer les détails à une petite échelle, nous nous sommes intéressés à la modélisation et au rendu de feuilles qui sont particulièrement présentes dans les scènes naturelles. Elles possèdent une vaste gamme de formes, de couleurs et de processus de vieillissement ce qui en fait un très bon exemple de variété. Notre modèle permet de générer le feuillage entier de végétaux à n’importe quel âge. Les feuilles générées seront toutes différentes dans une même famille, leurs formes et leurs couleurs différeront tout en restant semblables. La seconde partie de nos travaux porte sur la création de détails à plus grande échelle. L’altération du sol nous permet d’explorer ce niveau d’échelle. Quel que soit le matériau sur lequel on se trouve, les interactions avec le sol vont créer des traces. Dans les scènes naturelles, les piétons, les véhicules ou les animaux altèrent les sols où ils évoluent. Notre modèle se compose d’une trajectoire et des caractéristiques des empreintes. Le sol est ensuite altéré pour former des traces et des dépôts de matière le long de la trajectoire
The realism of a natural scenery is heavily dependent on the amount and the varietie of objects composing it. This number of elements and their differences within a same familly contribute to the necessary heterogeneity. Aging is another important aspect ; a scenery without flaws would appear too “new“ and unrealistic. Modeling and rendering of these details raise several problems covering several research fields. We must provide for the desired class of elements the ability to generate many distinct but recongnizable items. These objects should also be aged in order to better fit into the desired natural scenery. This aging will result in a change of shape and color of the considered elements. Our first interest was directed towards a little scale of details. For that purpose, we studied the modeling and rendering of leaves, which are especially present in natural sceneries. They have a wide range of shapes and colors, and undergo different aging processes which makes leave a good exemple of variety. Our model is able to generate the full foliage of plants at any age. The resulted leaves will all be different from each other for the same family ; their shapes and colors will vary while remaining similar. The second part of our work involves details at an upper scale. The alteration of soil grant us the ability to explore this field of details. Whatever the material composing the ground, the different interactions with it will create traces. In natural sceneries, the soil is affected by pedestrians, vehicles or animals. Our model consists of a trajectory and the characteristics of fingerprints. The soil is altered to form traces. Moreover, material deposits are considered along the trajectory
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Ramparany, Fano. "Perception multisensorielle de la structure géométrique d'une scène." Phd thesis, Grenoble INPG, 1989. http://tel.archives-ouvertes.fr/tel-00332708.

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Description géométrique de l'environnement grâce à la redondance et à la complémentarité des informations provenant de plusieurs capteurs. Cette description est basée sur une modélisation tridimensionnelle de type surfacique incorporant les informations géométriques et l'incertitude de ces informations
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Dompierre, Christian. "AVATAR : une application de réalité virtuelle utilisable comme nouvel outil de mise en scène collaborative." Thesis, Université Laval, 2007. http://www.theses.ulaval.ca/2007/24218/24218.pdf.

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Demazeau, Yves. "Niveaux de représentation pour la vision par ordinateur : indices d'image et indices de scène." Phd thesis, Grenoble INPG, 1986. http://tel.archives-ouvertes.fr/tel-00322886.

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La première partie analyse les méthodes utilisées dans le domaine, justifie l'existence de différents niveaux de représentation et de traitement de l'information visuelle, puis explicite les cinq niveaux (IMAGE, INDICES D'IMAGE, INDICES DE SCHENE, OBJET et SCHENE) que nous distinguons. La seconde partie décrit, du niveau IMAGE au niveau INDICES DE SCHENE, une expérimentation de l'inférence de formes à partir des contours dans le domaine restreint d'objets solides du monde des blocs. S'appuyant sur les résultats obtenus, la troisième partie expose comment la stéréovision et la couleur s'intègrent au sein des niveaux préconisés, et comment ils permettent d'atteindre le niveau OBJET pour des objets flexibles filiformes. Ces apports sont illustrés par une application au domaine industriel: l'identification et la localisation de fils électriques dans un contexte d'automatisation de la production des ensembles câbles-connecteurs
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22

Zaghden, Roya. "La réalité augmentée : pour une mise en scène et une mise en oeuvre de l’espace muséal des années 1990 à nos jours." Thesis, Paris 10, 2018. http://www.theses.fr/2018PA100146.

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Cette thèse propose d’étudier les enjeux et les répercussions de l’introduction du dispositif de la réalité augmentée dans l’espace muséal assurant, de ce fait, deux fonctions principales : « médium de médiation » et « médium de création ».La première partie s’intéresse à la présentation de la réalité augmentée. Elle précise, en premier lieu, sa définition, son histoire d’invention, ses différents outils techniques, ainsi que ses multiples usages dans différents domaines d’application. Elle essaie, en deuxième lieu, de démontrer, à partir de l’analyse de quelques expériences artistiques pionnières, l’ancrage de la réalité augmentée dans l’histoire de l’art. La deuxième partie consacrée à la « mise en scène » de l’espace muséal, examine, d’abord, l’implication de la réalité augmentée dans la mise en place de deux stratégies de « médiation in situ » : « médiation documentaire » et « médiation par appropriation ». Ensuite, elle ambitionne, en se référant à quelques exemples de musées, de dégager les principaux avantages et inconvénients liés à l’adoption de la réalité augmentée comme « médium de médiation ». Axée sur la « mise en oeuvre » de l’espace muséal, la troisième partie aborde la réalité augmentée comme étant un « médium de création ». Elle présente, d’abord, l’histoire du passage de l’espace d’exposition muséal en « oeuvre-exposition ». Elle focalise, ensuite, son intérêt sur l’œuvre We AR in MoMA (2010) du collectif Manifest.AR. De l’analyse des étapes du processus de création de celle-ci, il en découle, enfin, la mise en évidence de notions corollaires telles que : hacktivisme, « musée portatif », « ville augmentée »
This thesis proposes to study the issues and the repercussions of the introduction of the augmented reality device in the museum space, thus ensuring two main functions : "medium of mediation" and "medium of creation".The first part focuses on the presentation of augmented reality. It specifies, firstly, its definition, its history of invention, its various technical tools, and its multiple uses in different fields of application. Secondly, it try to demonstrate, from the analysis of some pioneering artistic experiences, the anchoring of augmented reality in the history of art. The second part devoted to the "staging" of the museum space, examines first, the involvement of augmented reality in the setting up of two "in situ mediation" strategies : "documentary mediation" and "mediation by appropriation". Then, it aims to identify, by referring to a few examples of museums, to the main advantages and disadvantages of adopting augmented reality as a "mediation medium". Axed on the "implementation" of the museum space, the third part studies augmented reality as a "medium of creation". First, it presents the history of the transition from the museum space of exhibition to a "work-exhibition". Then, it focus its interest on the work We AR in MoMA (2010) of the collective Manifest.AR. From the analysis of the stages of the creation process of this one, it results, finally, the highlighting of corollary notions such as : hacktivism, "handled museum", "augmented city"
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Firmeza, Ozeias da Silva. "UtilizaÃÃo de cenÃrios aplicados à logÃstica reversa de ecuperaÃÃo de ativos : destroca de vasilhames vazios das empresas distribuidoras de gÃs iqÃefeito de petrÃleo." Universidade Federal do CearÃ, 2007. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=3274.

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FundaÃÃo de Amparo à Pesquisa do Estado do CearÃ
A ProgramaÃÃo LogÃstica das empresas de distribuiÃÃo de GÃs Liquefeito de PetrÃleo (GLP) à uma etapa importante e fundamental no processo de planejamento de operaÃÃo e, atualmente, de sua eficÃcia dependem a lucratividade e a sobrevivÃncia destas empresas. Isso porque o mercado de distribuiÃÃo de GLP tem a peculiaridade de possuir margem de lucro muito baixa e de ter na sua matÃria-prima o responsÃvel por mais de 70% (setenta por cento) do seu custo. Assim, as empresas deste ramo tÃm sido forÃadas a serem cada vez mais eficientes na sua polÃtica de custos, jà que o mercado consumidor nÃo suporta mais o repasse desses gastos, mesmo se tratando de um bem bÃsico. A referida ProgramaÃÃo LogÃstica nÃo trata apenas das rotas a serem cumpridas pelos caminhÃes e sim a forma que os fluxos logÃsticos acontecem. Essa pesquisa tem a finalidade de estudar o fluxo logÃstico que ocorre no canal reverso, ou seja, o retorno dos recipientes vazios a base de produÃÃo para serem novamente envasados. A metodologia utilizada neste trabalho à baseada na construÃÃo de CenÃrios e comparÃ-los entre si e com o que à atualmente utilizado pela empresa em estudo. Os dados levantados na referida empresa servirÃo para validar os CenÃrios propostos, e assim servir para subsidiar o setor de LogÃstica da empresa a tomar decisÃes sobre o melhor modelo de fluxo no canal reverso, reduzindo custos e tornando a movimentaÃÃo de carga mais eficiente no Ambiente Urbano. Os CenÃrios propostos serÃo tambÃm avaliados quanto ao seu grau de exeqÃibilidade e suas implicaÃÃes
The Logistic Programming of the companies of Liquefied Petroleum Gas (LPG) is an important stage and basic in the process of planning of operation and, currently, its effectiveness the profitability and the survival depend on these companies. This because the market of LPG distribution has the peculiarity to possess profit edge very low and for more than to have in its raw material responsible 70% (seventy percent) of its cost. Thus, the companies of this branch have been forced to be each time more efficient in its politics of costs, since the consuming market does not support more the view of these expenses, exactly if treating to a basic good. The related Logistic Programming does not deal with only the routes to be fulfilled for the trucks and yes the form that the logistic flows happen. This research has the purpose to study the logistic flow that occurs in the canal reverse, that is, the return of the empty containers the base of production to be again planted. The methodology used in this work is based on the construction of Scenes and to compare them enters itself and with what currently it is used by the company in study. The data raised in the related company will serve to validate the Scenes considered, and thus to serve to subsidize the Logistic sector of the company taking decisions on optimum model of flow in the canal reverse, reducing costs and becoming the more efficient load movement in the Urban Environment. The considered Scenes also will be evaluated how much to its degree of feasibility and its implications
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24

Huguet, Frédéric. "Modélisation et calcul du flot de scène stéréoscopique par une méthode variationnelle." Phd thesis, Université Joseph Fourier (Grenoble), 2009. http://tel.archives-ouvertes.fr/tel-00421958.

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En vision par ordinateur, le flot de scène représente le déplacement des points d'une surface située dans une scène 3D quelconque, entre deux instants consécutifs. Il s'agit donc d'un champ vectoriel 3D. Celui-ci est particulièrement utile dans l'analyse des déformations d'une surface quelconque, observée par un système d'au moins deux caméras.
Cette thèse traite de l'estimation du flot de scène et d'une application dans le domaine de la géophysique. Elle s'est déroulée dans le cadre de l'ACI GEOLSTEREO, en collaboration étroite avec le laboratoire Geosciences Azur, situé à Sophia Antipolis (06, UMR 6526 - CNRS - UNSA - UPMC- IRD).

Nous proposons d'estimer le flot de scène en couplant l'évaluation du flot optique dans les séquences d'images associées à chaque caméra, à l'estimation de la correspondance stéréo dense entre les images. De plus, notre approche évalue, en même temps que le flot de scène, les occultations à la fois en flot optique et en stéréo. Nous obtenons au final un système d'EDP couplant le flot optique et la stéréo, que nous résolvons numériquement à l'aide d'un algorithme multirésolution original.
Alors que les précédentes méthodes variationnelles estimaient la reconstrution 3D au temps $t$ et le flot de scène séparément, notre méthode estime les deux simultanément. Nous présentons des résultats numériques sur des séquences synthétiques avec leur vérité terrain, et nous comparons également la précision du flot de scène projeté dans une caméra avec une méthode récente et performante d'estimation variationnelle du flot optique. Des résultats sont présentés sur une séquence stéréo réelle, se rapportant à un mouvement non rigide et à de larges discontinuités.

Enfin, nous présentons l'approche originale de modélisation physique 3D utilisée au laboratoire Geosciences Azur. Nous décrivons la mise en place du dispositif stéréoscopique associé, ainsi que le déroulement de l'expérience. Des résultats de reconstruction 3D, d'estimation du flot de scène, et de suivi de la déformation d'une surface sont montrés dans le chapitre 4 de la thèse.
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25

Lafay, Grégoire. "Simulation de scènes sonores environnementales : Application à l’analyse sensorielle et l’analyse automatique." Thesis, Ecole centrale de Nantes, 2016. http://www.theses.fr/2016ECDN0007/document.

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La présente thèse traite de l'analyse de scènes extraites d'environnements sonores, résultat auditif du mélange de sources émettrices distinctes et concomitantes. Ouvrant le champ des sources et des recherches possibles au-delà des domaines plus spécifiques que sont la parole ou la musique, l'environnement sonore est un objet complexe. Son analyse, le processus par lequel le sujet lui donne sens, porte à la fois sur les données perçues et sur le contexte de perception de ces données.Tant dans le domaine de la perception que de l'apprentissage machine, toute expérience suppose un contrôle fin de l'expérimentateur sur les stimuli proposés. Néanmoins, la nature de l'environnement sonore nécessite de se placer dans un cadre écologique, c'est à dire de recourir à des données réelles, enregistrées, plutôt qu'à des stimuli de synthèse. Conscient de cette problématique, nous proposons un modèle permettant de simuler, à partir d'enregistrements de sons isolés, des scènes sonores dont nous maîtrisons les propriétés structurelles -- intensité, densité et diversité des sources. Appuyé sur les connaissances disponibles sur le système auditif humain, le modèle envisage la scène sonore comme un objet composite, une somme de sons sources.Nous investissons à l'aide de cet outil deux champs d'application. Le premier concerne la perception, et la notion d'agrément perçu dans des environnements urbains. L'usage de données simulées nous permet d'apprécier finement l'impact de chaque source sonore sur celui-ci. Le deuxième concerne la détection automatique d'événements sonores et propose une méthodologie d'évaluation des algorithmes mettant à l'épreuve leurs capacités de généralisation
This thesis deals with environmental scene analysis, the auditory result of mixing separate but concurrent emitting sources. The sound environment is a complex object, which opens the field of possible research beyond the specific areas that are speech or music. For a person to make sense of its sonic environment, the involved process relies on both the perceived data and its context. For each experiment, one must be, as much as possible,in control of the evaluated stimuli, whether the field of investigation is perception or machine learning. Nevertheless, the sound environment needs to be studied in an ecological framework, using real recordings of sounds as stimuli rather than synthetic pure tones. We therefore propose a model of sound scenes allowing us to simulate complex sound environments from isolated sound recordings. The high level structural properties of the simulated scenes -- such as the type of sources, their sound levels or the event density -- are set by the experimenter. Based on knowledge of the human auditory system, the model abstracts the sound environment as a composite object, a sum of soundsources. The usefulness of the proposed model is assessed on two areas of investigation. The first is related to the soundscape perception issue, where the model is used to propose an innovative experimental protocol to study pleasantness perception of urban soundscape. The second tackles the major issue of evaluation in machine listening, for which we consider simulated data in order to powerfully assess the generalization capacities of automatic sound event detection systems
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Ismael, Muhannad. "Reconstruction de scène dynamique à partir de plusieurs vidéos mono- et multi-scopiques par hybridation de méthodes « silhouettes » et « multi-stéréovision »." Thesis, Reims, 2016. http://www.theses.fr/2016REIMS021/document.

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La reconstruction précise d’une scène 3D à partir de plusieurs caméras offre un contenu synthétique 3D à destination de nombreuses applications telles que le divertissement, la télévision et la production cinématographique. Cette thèse propose une nouvelle approche pour la reconstruction 3D multi-vues basée sur l’enveloppe visuelle et la stéréovision multi-oculaire. Cette approche nécessite en entrée l’enveloppe visuelle et plusieurs jeux d’images rectifiées issues de différentes unités multiscopiques constituées chacune de plusieurs caméras alignées et équidistantes. Nos contributions se situent à différents niveaux. Le premier est notre méthode de stéréovision multi-oculaire qui est fondée sur un nouvel échantillonnage de l’espace scénique et fournit une carte de matérialité exprimant la probabilité pour chaque point d’échantillonnage 3D d’appartenir à la surface visible par l’unité multiscopique. Le second est l’hybridation de cette méthode avec les informations issues de l’enveloppe visuelle et le troisième est la chaîne de reconstruction basée sur la fusion des différentes enveloppes creusées tout en gérant les informations contradictoires qui peuvent exister. Les résultats confirment : i) l’efficacité de l’utilisation de la carte de matérialité pour traiter les problèmes qui se produisent souvent dans la stéréovision, en particulier pour les régions partiellementoccultées ; ii) l’avantage de la fusion des méthodes de l’enveloppe visuelle et de la stéréovision multi-oculaire pour générer un modèle 3D précis de la scène
Accurate reconstruction of a 3D scene from multiple cameras offers 3D synthetic content tobe used in many applications such as entertainment, TV, and cinema production. This thesisis placed in the context of the RECOVER3D collaborative project, which aims is to provideefficient and quality innovative solutions to 3D acquisition of actors. The RECOVER3Dacquisition system is composed of several tens of synchronized cameras scattered aroundthe observed scene within a chromakey studio in order to build the visual hull, with severalgroups laid as multiscopic units dedicated to multi-baseline stereovision. A multiscopic unitis defined as a set of aligned and evenly distributed cameras. This thesis proposes a novelframework for multi-view 3D reconstruction relying on both multi-baseline stereovision andvisual hull. This method’s inputs are a visual hull and several sets of multi-baseline views.For each such view set, a multi-baseline stereovision method yields a surface which is usedto carve the visual hull. Carved visual hulls from different view sets are then fused iterativelyto deliver the intended 3D model. Furthermore, we propose a framework for multi-baselinestereo-vision which provides upon the Disparity Space (DS), a materiality map expressingthe probability for 3D sample points to lie on a visible surface. The results confirm i) theefficient of using the materiality map to deal with commonly occurring problems in multibaselinestereovision in particular for semi or partially occluded regions, ii) the benefit ofmerging visual hull and multi-baseline stereovision methods to produce 3D objects modelswith high precision
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27

Lamotte, Maxime. "Etude du signal optique des chambres à fission et évaluation de son exploitation pour un système de mesure neutronique d'un réacteur de génération IV Development and first use of an experimental device for fission-induced spectrometry applied to neutron flux monitoring SCENA: A simulation tool for radiation-induced gas scintillation Simulation of heavy-ion slowing-down tracks with the SCENA code Design and irradiation test of an innovative optical ionization chamber technology Pulse-reactor core monitoring with an innovative optical neutron detector." Thesis, Université Grenoble Alpes, 2021. http://www.theses.fr/2021GRALI023.

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Cette thèse de doctorat expose l'étude la luminescence induite dans des capteurs à gaz de type chambre à fission, afin d'évaluer son utilisation pour le suivi de puissance des réacteurs nucléaires de quatrième génération comme ASTRID.Le dépôt d'énergie dans un gaz par des ions lourds produits lors de fissions nucléaires dans une chambre à fission est d'ordinaire exploité pour sa capacité à produire des charges libres, qui peuvent être détectées avec des électrodes. Cette méthode, utilisée depuis le début de l'ère atomique, n'est pas sans inconvénients, et des axes d'amélioration ont été clairement identifiés.En estimant la production d'états excités du gaz d'une chambre à fission classique, on déduit que de la lumière peut être émise en son sein, et être détectée par un photo-détecteur. L'utilisation du signal optique plutôt qu'électrique apporte une robustesse accrue aux systèmes de mesures neutroniques, insensibles au bruit électromagnétique.L'étude spectroscopique d'un plasma d'origine nucléaire dans un dispositif analytique dimensionné et conçu par nos soins permet d'enregistrer des spectres de raies d'émission caractéristiques de la scintillation du gaz. L'analyse de ses raies permet d'affirmer la supériorité de la détection optique de neutrons, car la pression et la composition du gaz de remplissage peuvent alors être estimées en ligne.Parallèlement à nos activités expérimentales, un code de simulation de la dynamique de peuplement des niveaux des plasmas froids excités par ions-lourds est développé afin d'optimiser de futurs détecteurs basés sur ce principe. Les temps caractéristiques nécessaires à la génération d'états radiatifs et la position des excitations autour d'une trace d'ionisation ont été estimés.Plusieurs prototype de capteurs de neutrons fonctionnant uniquement sur un principe optique sont exploités dans des faisceaux de neutrons froids du réacteur Orphée afin de vérifier la preuve de concept d'un tel système de mesure neutronique. Des essais dans le réacteur Cabri permettent quant à eux de quantifier la limite de détection, la linéarité et la dynamique du système.Les très bons résultats apportés par ces trois volets valident la preuve de concept de la détection passive et en ligne de neutrons, capable d'auto-diagnostic, pour des applications exigeantes en milieu difficile
This PhD thesis details the study of luminescence produced in gaseous detectors as fission chambers, to evaluate its use in 4th generation nuclear reactor power monitoring, as ASTRID.Energy deposition in the gas, from heavy-ions produced during nuclear fission in a fission chamber is usually used for its charge generation ability, that can be detected with electrodes. Such method has been used since the beginning of atomic era present disadvantages, and necessary improvements have been assessed.By estimating fission chamber gas excited states production, one can deduce intrinsic light emission, and its detection by appropriate photo-detectors. Use of an optical signal against an electric one improves dependability of a neutron flux monitoring system, immune to electromagnetic noise.Spectroscopic studies of a nuclear plasma in a self-designed analytical device allows observation of typical gas scintillation emission lines. Analysis of emission lines reinforce optical detection attraction, as pressure and gas composition can be monitored online.Alongside our experiments, a simulation code dedicated to heavy-ions induced cold-plasma excited levels population has been produced to optimise future detectors relying on optical emission. Typical times encountered for excited states generation and their position around an ionization track have been estimated.Several neutron detector prototypes based on the sole gas scintillation principle have been assessed in cold neutron beam lines of the Orphée reactor, to validate a proof of concept for neutron monitoring. Experiments on the Cabri reactor allowed quantification of detection limit, linearity and dynamic range of our system.The positive outcomes provided by these 3 lines of work validate the proof of concept of passive, on-line, and self-diagnosed neutron detection with high dependability in harsh environments
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28

Cheng, Chuan-Chang, and 鄭傳璋. "The Study of the Construction Visual Scene Database of Shiphandling Simulator." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/39908151264632654894.

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碩士
國立高雄應用科技大學
土木工程與防災科技研究所
94
The shiphandling simulator is a typical “man in the loop” simulation. The visual scene system is the important component of a shiphandling Simulator that influences the degree of reality and the simulation result of ship handling. The construction of the visual scene database is very critical for a visual scene simulation. Geomatics is an essential method to build a visual scene database. Geomatics technology is 3S (Global Positioning System, Remote Sensing, Geographic Information Systems,) Merger of technology, develop rapidly in recent years, has already become the method of the fictitious environmental mainstream of geographical money of construction, in shiphandling simulator system, Geomatics is an essential method to build a visual scene database., This thesis will cooperate with the fictitious real border with 3S space information (Virtual Reality) Technology, probing into the method practice of looking at the scene database that shipping handles the simulator, it states key principle technology and construction procedure among them to take harbour of Kaohsjung as an example in the article, the achievement shows, the result is rather good, can offer better quality for for shiphandling simulator system.
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黃育祥. "Fire scene reconstruction by using fire dynamics and fire dynamics simulator (FDS)." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/7b7wxc.

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30

Chien, Han-Liang, and 簡漢良. "Using Fire Investigation Techniques and Fire Dynamic Simulator (FDS) to Reconstruct a Nightclub Fire Scene." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/72647724341992497799.

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碩士
吳鳳科技大學
光機電暨材料研究所
101
This study collected the fire cases of domestic and foreign recreational facilities, including nightclubs, to discuss the fire causes and casualties, and further examined the mortality ratio and probable escape time limits in those cases, in order to show the severity of fires in recreational facilities. The fire incident that took place in ALA Nightclub of Taichung, Taiwan, which caused the most severe casualty in Taiwan, was presented as the case study. The official fire investigation report was reviewed, and the origin of fire was determined. The Architecture and Building Research Institute, Ministry of the Interior, tested the full sized soundproof foam, and found that the firing behavior of soundproof foam is ultrafast reaction. This study used the soundproof foam material identical to that in the fire case, and the thermal analysis was conducted to determine the thermal reaction parameters when the soundproof foam was heated and burning. The was results were used as the input parameters for computer simulation. The latest version of Fire Dynamics Simulator (FDS) program software was used to rebuild the fire scene at ALA Nightclub, so as to obtain the changes in the fire hazard factors, such as temperature, smoke layer height, and carbon monoxide concentration. The cause of death and location of nine victims were analyzed. The results were compared with the official autopsy report to discuss the causes of casualty in this case. Finally, according to the computer simulation and other research findings, this study suggested emergency egress time in recreational facilities as a reference for fire prevention in nightclubs.
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LAI, CHUN-CHENG, and 賴俊呈. "Using Fire Dynamics Simulator (FDS)Program To Reconstruct a Fire Scene-Fire Case in Chiayi City." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/2a4jgw.

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碩士
吳鳳科技大學
消防研究所
104
According to the most historic building are construct in wood, and because of the character of wood and historic, the wooden building are easy to be lighten up and rapidly spread flame, and make causalty and property. To determine the fire causes and the basic of the investigation, the situation after frie,witness or the state of person who had been the scene,and the record of the survelliance video recorder of the fire scene are fire investigator depend on.Sometimes,it could be difficult to judge the fire routes or need the data that come from simulator because of the long time burning or the high fire loads that cause the serveously situation after fire.When it can’t be recognized by the situation after fire, it could be determine the fire causes and fire place by fire dynamics simulator. The wooden-building in the Chiayi City is used to be the study, and use the Fire Dynamics Simulator develop by National Institute of Standard and Technology(NIST) and Building and Fire Research Laboratory that belong NIST to run a fire simulation.And to invesigate the fire spread that between the two building is reasonable and if it the same with the station of the witness that record in the frie causes investigation and appraisal report.
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32

Rely, Crown-Ting, and 賴冠廷. "Using Fire Dynamic Simulator (FDS) to Reconstruct ALA Nightclub Fire Evacuation Scene Located in Taichung City." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/xep5zd.

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碩士
吳鳳科技大學
消防研究所
105
In general, the smoke in the fire not only hiders the sight of evacuees which causes their wrong judgment and suppresses their perception, but may lead them to inhale too much toxic smoke, causing the difficulties in breath and action, losing function of movement, and even constituting the main cause of death in such accident. Therefore, this study focused on the smoke in the fire as the main measurement items, where the escaping judgment was served as a comparison criteria based on hazard reaching time of each hazardous factor in stimulation and the time for which human body and stand. This study took the fire case of ALA night club occurred in Taichung City in 2011 and adopted Pathfinder simulation program of personnel evacuation in FDS computer simulation program developed by the American National Bureau of Standards as a tool to explore the fire evacuation situation of this case as well as to investigate the nightclub fire hazard characteristics and personnel safe escape time. At the same time to explore Therefore, the study will focus on the smoke in the fire as the main measurement items, and escape the judge will be based on the simulation of the hazards to reach the hazard time and the human body can withstand the time as a criterion for comparison. The study found that, if a fire is occurred in a dark and noisy environment, people within there often fail to generate initial fire extinguishing and evacuation behaviors in the real time. In the event of a fire, its development has a significant impact on the evacuation of personnel and the evacuation guidance by the staff. Where, in addition to the causalities by the fire itself and the push, stampede of evacuating people, another factor, the most dangerous one, is "smoke". According to the fire cases in foreign nightclubs, the fire tends to spread rapidly in a few seconds and results in dense smoke inside the premise. This condition, coupled with the control of access, results in a large number of evacuating people failing to escape quickly and effectively.
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Huang, Chien-Ting, and 黃健庭. "Using Fire Dynamic Simulator (FDS) to Reconstruct a Grenfell Tower Fire Scene Located in London, England." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/njqtvm.

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碩士
吳鳳科技大學
消防研究所
106
In the era when there are limited land resources and population explosion, high-rise building becomes one of the representative infrastructure in every city around the world. Due to the complex characteristics that high-rise buildings carried, such as high population density, complicated structure and multipurpose usage, the fire protection standard for high-rise buildings tends to be stricter than average low-rise buildings, in which there is a lower probability for high-rise buildings to be caught on fire. However both domestically and internationally, fire still happened in high-rise buildings, especially for older buildings which were built during the time when the fire protection and structural regulations were not as established as now, which then caused severe damages to the citizen’s lives and properties. This research contains data collected from both domestic and international high-rise building fire incidents, and discussions about the risk characteristics that are associated with high-rise building fire. Moreover, using the tragic England London Grenfell Tower Fire as our case study, we will reference to different reports, and reconstruct the fire scene using the Fire Dynamic Stimulator (FDS) Pyrosim, developed by the United State. Through the FDS, we will be able to collect data on the temperature and the changes in the hazardous sources, and analyze the potential improvement on fire protection equipment to prevent similar fire incident in the future.
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34

Che, Hsin-Ming, and 辛明哲. "Using Fire Dynamic Simulator (FDS) to Reconstruct Fire Scene for Pinying Branch of Sinying Hosptial, Ministry of Health and Welfare." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/b69rga.

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碩士
吳鳳科技大學
消防研究所
107
Affected by the lack of child population, the family's care function gradually decline. Personal and family care pressure is increasing, and then contribute to social and economic problems, and the need of long-term care rises accordingly. However, many remote hospitals have changed to respiratory care ward, kidney center, nursing home and elderly welfare in response to the need of aging society and the change of public’s medical habits; In particular, some hospitals use existing space to provide medical care, which makes the hospital face greater fire risks due to the neglect of the change in manpower. On October 23, 2012 the nursing home attached to the Sinying Hospital, Ministry of health and welfare caught fire, 13people were killed and 59 people were injured. This incident highlights the problem that the majority of people in welfare agencies and nursing home are weak even unable to evacuate. They will easily get hurt severely. Accordingly, how to evacuate effectively during disaster has become an important issue. In this study, the Pinying Branch of Sinying Hosptial was used as a case study. The FDS reconstruction were used to simulate the fire in this place and the escape situation of the evacuees. Then the function of setting up the fire fighting equipment was discussed. Key words:long-term attendance organization, evacuation strategies, people with weakness or disabilities.
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35

Hong, Guo-Rong, and 郭榮宏. "Using Fire Investigation Techniques and Fire Dynamic Simulator (FDS) to Reconstruct a Bowling Alley Fire Scene Located in Xinwu District, Taoyuan." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/h24jtj.

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碩士
吳鳳科技大學
消防研究所
105
With the progress of society and the development of urbanization, the pressure of the people is also growing. In order to alleviate the pressure in accordance with the needs of different people, many leisure and entertainments in different venues have emerged, accordingly. The spaces of leisure and entertainment venues of new generation which gradually replace the old ones have been greatly compressed. However, contrary to the fire safety facilities and concept in old generation which often resulted in slower reaction in evacuation or fire extinguishing at the initial stage, those of new generation no doubtfully have pay more attention on fire safety. This study collected domestic and foreign cases of fire in leisure and entertainment places to explore the causes of various cases of fire. At the same time, this research targeted on the fire case of Bowling Alley in Xinwu with the most serious firefighter’s casualties , referred to the official fire identification report and conducted fire scene reconstruction simulation by the use of computer software (FDS) developed by the U.S., to obtain the variation of fire hazard factors such as temperature, concentration of CO, CO2 as well as the analysis of the cause of death and location of six scarified firefighters, in order to explore the reasons causing such major casualties.
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LIN, YU-LONG, and 林裕隆. "Simulation of natural scenes." Thesis, 1988. http://ndltd.ncl.edu.tw/handle/83239219451487307461.

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37

Smith, Graham J. "Multiuser constraint based 3D scene construction." 2001. http://wwwlib.umi.com/cr/yorku/fullcit?pMQ67751.

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Thesis (M. Sc.)--York University, 2001. Graduate Programme in Computer Science.
Typescript. Includes bibliographical references (leaves 92-95). Also available on the Internet. MODE OF ACCESS via web browser by entering the following URL: http://wwwlib.umi.com/cr/yorku/fullcit?pMQ67751.
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38

Chia-LiangChen and 陳佳良. "Interactive Simulation Scene Learning System and Its Medical Education Applications." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/9ch7k6.

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碩士
國立成功大學
電腦與通信工程研究所
103
The goal of this research is to use Silverlight technique and the virtual reality concept to make a teaching platform. We designed a series of learning systems to help students' learning and hoped to enhance their efficiency in learning. Teachers only need to set up the initiative tasks and teaching materials once with the virtual reality learning system, and the system will provide different ways of teaching based on the setting. Students can learn and do some practices with these. After entering this platform through a internet browser, teachers only need to edit the scene and set up the learning tasks and the materials. Studens can then use the learning environment, overview graph function, task learning function, concept drawing function and scene drawing practice, provided by our system, to repete the practice in the virtual reality scene. After their practice, our system will corrct and review the result of the practice. Studens will know which part to improve during the process. Also, our system provide a function to let teaching asistents give helps when studenst need in order to higher students' learning effiency.
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39

Ming-JiunJu and 朱明君. "Simulation Scene Training Platform System and Its Medical Education Applications." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/66566647661156114811.

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碩士
國立成功大學
電腦與通信工程研究所
102
The purpose of this research is to design an innovative simulation scene training platform system with Asynchronous Transfer technology (AJAX) and Silverlight technology. This system allows instructors, through simple steps and materials, to build a simulation scene in which users can learn and be trained. After logging in the system through the browser, instructors are able to conduct and edit virtual scenes of using their own pictures with tools provided by the system such as annotation tools, action menu, customized properties and conditions with employment of scene settings and multimedia tools. The virtual scenes created by this system can furthermore be connected to external resources or imported other teaching materials to optimize their content. In the virtual scenes, instructors can even invent specific circumstance where users can proceed to their training repeatedly. When the training is completed, the system will review the users’ results and produce suggested correction, after which the test function can be put to use. The users are expected to increase their learning efficiency for receiving appropriate external stress from the test. In this way, it reflects the best description of the system as functions of both “teaching” and “learning”.
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40

Lu, Tai-Chun, and 盧泰均. "Dynamic Modeling and Scene Creation of VR-based Ship Simulation System." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/40551832768617389174.

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碩士
國立交通大學
電機與控制工程系
89
The ocean is a dynamic changing environment. Sometimes it is calm and tranquil, while sometimes it may become violent due to strong wind and rain. Hence, a boat sailing on the real ocean may be very dangerous. To avoid danger in the real world when training the skills for safe manipulation and control of sailing, in this thesis we shall develop a motion simulation of sailing training system with real-time dynamic model on virtual reality. We shall properly construct the dynamic simulation environment of ocean waves and probe into the real force situation when sailing on the dynamic simulation of waves. Finally, we propose a new theory and method for dynamic simulation module of sailing. In the simulation of dynamic ocean waves, we integrate the mathematic model of long-crested wave theory and broken-bits wave theory for the fast generation of dynamic ocean environment for the training system. In the method to produce the real force feeling of sailing, we base on hydrodynamics to calculate real force and torque from the generated dynamic waves. In system integration, we bring the VR scene、dynamic module、washout filter theory、Stewart platform and force-feedback joystick into an integrated sailing training system based on real-time software framework and network communication. We use Share Memory、PC Socket、 File Processing functionality from Microsoft Windows 2000 Operating System to develop the previous proposed software framework and other communication modules. For network communication, we use TCP/IP as the interface between VR scene and Stewart platform, using position control and washout filter module to perform the 6-DOF posture of platform and the feeling of force. We shall also introduce the real-time module under Windows 2000, and use it to analyze and explore the real-time problems in the dynamic ship training system. Because of these independent modules, we can not only increase the expansibility of the sailing training system but also change the configuration dynamicall
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WANG, HENG-HSIANG, and 王恒祥. "A Simulation of Application of Virtual Reality Technology in Fire Scene." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/p8vvvn.

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碩士
臺北城市科技大學
機電整合研究所
106
This study is based on the firefighters’ experience in actual fire scenes. By using the “Physics” functionality on the software named “Blender”, it can recreate a virtual fire scene. The software can simulate the environment of scorching fire and heavy smoke in the virtual space and export it into a Virtual Reality video. This devise helps educating people in a more effective way by using the portable devise and Google Cardboard so people can experience the fire scene in a safe, low-costing, and immersive way. Research shows both normal propaganda and Virtual-Reality propaganda have positive effect on educating people; however, Virtual-Reality video shows a more interesting, focusing, and satisfactory result. At the same time, it is not exclusive to either firefighters or citizens.
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42

Li, Cheng-Hsing, and 李政興. "Interactive mixed traffic simulation in urban scenes." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/19404157852449317213.

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碩士
國立交通大學
多媒體工程研究所
102
We present an microscopic traffic animation system for simulate mixed traffic with four-wheeled cars and motorcycles in complex and interactive scenarios, including signalized road intersections, non-signalized roundabouts, and dynamical accident scenarios generated by user interaction. For this purpose, we introduce extended non-lane-based car-following model and non-lane-based lateral movement model instead of the conventional lane-based methods. Our non-lane-based models are able to simulate the movement and the decision-making of both cars and motorcycles, while solving some problems of mixed traffic simulation by lane-based methods. Therefore, we can demonstrate realistic mixed traffic with passenger cars, buses, trucks, and motorcycles.
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43

Xie, Min-Han, and 謝旻翰. "The Study of Driving Simulator Virtual Events and Scenes Modular." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/27622986079183676099.

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碩士
龍華科技大學
機械工程系碩士班
102
Conventional driving simulator hardware and software development methods, Is putting in a lot has accumulated many years of experience writing programs, Hardware and software systems integration program developers, familiar with 3D computer graphics, performance, optimization art staff, And the high development costs of licensing, In this way the development approach for novice developers, teams that have a high degree of difficulty. This study mainly through implementation VB.Net and Unity 3D software as a development tool, Applying the Unity 3D javascript, C chap script syntax integrated development of the relevant functional modules needed for driving simulator, Then through VB.Net developed edit module management interface provides the user to edit, Shorten of Development Make time interval, Reduce the complexity of the technical threshold barriers, Reduce unnecessary waste of R & D expenditure costs, And allows users to directly use. This study focuses on the development of traffic accidents system integration module that contains the character modules, vehicle modules, roads modules, incident management module and the module table, to provide editing platform helps users to quickly create interactive events and users need to be able to expand the 3D models themselves.
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44

"Lighting Prediction and Simulation in Large Nighttime Urban Scenes." Master's thesis, 2011. http://hdl.handle.net/2286/R.I.14470.

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abstract: Night vision goggles (NVGs) are widely used by helicopter pilots for flight missions at night, but the equipment can present visually confusing images especially in urban areas. A simulation tool with realistic nighttime urban images would help pilots practice and train for flight with NVGs. However, there is a lack of tools for visualizing urban areas at night. This is mainly due to difficulties in gathering the light system data, placing the light systems at suitable locations, and rendering millions of lights with complex light intensity distributions (LID). Unlike daytime images, a city can have millions of light sources at night, including street lights, illuminated signs, and light shed from building interiors through windows. In this paper, a Procedural Lighting tool (PL), which predicts the positions and properties of street lights, is presented. The PL tool is used to accomplish three aims: (1) to generate vector data layers for geographic information systems (GIS) with statistically estimated information on lighting designs for streets, as well as the locations, orientations, and models for millions of streetlights; (2) to generate geo-referenced raster data to suitable for use as light maps that cover a large scale urban area so that the effect of millions of street light can be accurately rendered at real time, and (3) to extend existing 3D models by generating detailed light-maps that can be used as UV-mapped textures to render the model. An interactive graphical user interface (GUI) for configuring and previewing lights from a Light System Database (LDB) is also presented. The GUI includes physically accurate information about LID and also the lights' spectral power distributions (SPDs) so that a light-map can be generated for use with any sensor if the sensors luminosity function is known. Finally, for areas where more detail is required, a tool has been developed for editing and visualizing light effects over a 3D building from many light sources including area lights and windows. The above components are integrated in the PL tool to produce a night time urban view for not only a large-scale area but also a detail of a city building.
Dissertation/Thesis
M.S.Tech Engineering 2011
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45

Tsai, Hsiu-Fen, and 蔡秀芬. "Building the scene of a fire case throughsoundproof foam analysis experiment andFDS simulation software." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/42106271948373281003.

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博士
國立臺灣大學
土木工程學研究所
103
In the fire case of Taichung ALA pub, fire spread to the soundproof foam on walls and ceiling and then it escalated. Heavy smoke filled the house, which caused heavy casualties. In order to avoid similar situations, four typical soundproof foams, namely ordinary foam, PU foam, melamine white foam and CR25 rubber foam, were selected in this study. Four instruments, namely Thermo Gravimetric Analyzer, Scanning Electron Microscope, Energy Dispersive Spectrometer, Differential Scanning Calormetry, were used to analyze these four foams. The thermodynamic and thermoreactive properties such as thermal weight loss, composition molecular structure, chemical constituent analysis and the energy change during burning were investigated. The Taichung ALA pub case was used as an example. Fire investigation results and official appraisal report were collected. The thermal reaction parameters for the indoor decoration soundproof foams were obtained using thermal analysis experiment instruments. The Fire Dynamics Simulator developed by National Institute of Standards and Technology was then used to rebuild the model of ALA pub fire case. The changes of the dangerous factors such as temperature, oxygen, carbon monoxide, carbon dioxide, visibility, and smoke layer height, were investigated. The effect of the dangerous factors on escape of people from fire was also studied to understand the major causes for heavy casualties. In addition, the fire engineering improvement and measures for similar situations were proposed. The simulation results show that soundproof foam will belch out heavy smoke as it is burned. The smoke reduced the visibility severely and blocked the way of escaping. The smoke is more life-threatening than heat. No wonder most persons escaping from fire suffered from smoke inhalation, which is also the major life-threatening cause. The result of this study matches that in the official fire appraisal report.
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46

Tai, Chai-hung, and 戴嘉宏. "The Simulation of the fire scene in the building and the efficience of Fire-fighting Equipment." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/97228810474651503486.

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碩士
雲林科技大學
環境與安全工程系碩士班
97
The use of fire is a symbol of humanity civilization. However, occurrence of fire also threaten to life and property of people seriously. Safety of fire had been paied much attention by concerned institution, especially in the public place. By the law , buildings of public use had set up fire equipments, nevertheless, how useful of these fire equipments at a fire scene? Do they have efficiency to bring fire under control and to help people refuge away a fire. The research will discuss fire by computer Simulation.Then, by using fire simulation soft”FDS”which have auto- sprinkler equipment and smoke elimination equipment analyzes time of smoke dropping off, temperature of fire sence, and visibility of fire scene.However, from the results of computer simulation , we can conclude that auto- sprinkler equipment can reduce the temperature of fire scene efficiently, but it also accelerate smoke dropping off at the room where fire ignite . The action of sprinklers can reduce the temperature of smoke,but it produce water steam at the same time,and it reduce the buoyancy of smoke.smoke elimination equipment can delay smoke dropping off and to increase the visibility of fire scene efficiently. It can be useful and increase safety of refuging away fire sence.
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47

Huang, Yu-Hsiang, and 黃育祥. "A Study on Testing Floor Materials to Improve Fire Scene Investigation by using Fire Dynamic Simulation." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/07265265695539383432.

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博士
國立臺灣科技大學
建築系
98
For the past few decades, scientists, experts, engineers, architects and fire scene investigators have completed much effort to find out how the fire plumes, such as flame, smoke and heat, be operated in a fire. Fire scene reconstruction is to provide scientific evidence for fire investigation. This article explains how the fire scene reconstruction has revolutionized by combining the usage of Computation Fluid Dynamic (CFD) simulation, fire dynamics equations, and investigation skills. The purpose of fire scene simulation, using Computation Fluid Dynamic code, is to provide evidence for fire investigation. By describing the configuration of fuel, effects of ventilation, designation of the building, the impact of manual or automatic extinguishments and fire source help the reproduction of fire scene by simulation code. Simulation could reconstruct fire process and explain the development of fire and smoke. Comparing simulation results with actual events, we can get clear evidence toward the fire and smoke development. However there seems to be very limited local study that indicates whether the material data provided by NIST may use in Taiwan fire scene reconstruction for a better prediction. Obviously some form of validation is needed. To solve the doubts and enhance the investigation reliability, this research will concentrate on the effects of testing interior materials, floor materials to improve fire scene investigation and building fire safety. It is envisaged that it will provide comparisons for the ongoing validation of the FDS (Fire Dynamics Simulator) model of fire scenarios design. All the results of combustion experiments such as burning time, temperature, and weight loss variation of samples show that the scenario C (fire source at the corner) is the worst fire. It also confirms the worst fire scenario in the performance-based design of fire safety. The burning participating in accelerating agent with absorbing floor material is very violent and its harmfulness of fire is more than the burning of the simple petrol. Fireproof carpet will totally lose its efficiency after adding petrol and ignite it. Timber floor material is with lower fire risk compared with the other floor materials. Its harmfulness of fire is relatively low. FDS in the module of HRRPUA (heat release rate of per unit area) can produce the better prediction compared with the real fire. This method can be applied into fire scenario research.
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48

Cai, Xiang-Ji, and 蔡享冀. "Dynamic Modeling and Scene Creation of VR-based Horse Simulation System with Matchment of Some Hardware and Software." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/11977374833884295577.

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碩士
國立交通大學
電機與控制工程系
90
This research subject majorly lies in virtual reality horse. At first, we introduce a general idea of virtual reality, including the art designing of 3D models, the flow path of virtual reality, and the basic definition of coordinates. Then, we introduce how to build up a model of horse’s shape, and we integrate dynamic motion formula into our simulation environment. We also combine some hardware and software to operate、exhibit the dynamic movement of horse, enhance the reality of our simulation environment etc. to let its interaction confirm with actual application. Among the hardware which we often equip the virtual reality with includes the joystick of general purpose 、Stewart motion platform with six axes、keyboard、mouse、specific joystick which can send force back、equipment of projection and etc. Then we discuss the Stewart Platform which is connected with the dynamic simulation environment. In order to let the passengers on the Stewart platform, which is restricted to a limited working space, can still feel the dynamic condition of the simulation environment realistically, we develop a washout filter which can control the motion of the Stewart platform. We then use it to simulate the real motion of the passengers on the horses. Besides the exhibition of the VR simulation environment is projecting the picture of simulation environment onto the projective surface, and for some specific reason, the facility for projection of exhibitive room is concave and curved surface, so there will be some deviation of the projection picture. Thus, we also study how to correct and improve the projective pictures.
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49

Wu, Tz-Chiang, and 吳自強. "A Study of Building the Vehicle Fundamental Database and Application of PC-Crash Simulation Software to Reconstruct the Accident Scene Drawing." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/68568347835603868506.

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碩士
逢甲大學
交通工程與管理所
93
Due to the economic growth and the income increasing, the private vehicles are increasing simultaneously. In the meanwhile, the existed road capacity can’t fit the growth of vehicles. Therefore, the number of traffic accidents will still maintain in the higher level. Besides, the cases within each local traffic accident authentication are also increasing yearly. Under the limitation of manpower and the existed authentication system, it is almost impossible to improve the quality of the authentication cases. Therefore, this study will utilize the 3D simulation software to reconstruct the accident occurrence and to distinguish the accident liability. This study uses the PC-Crash simulation software to reconstruct the accident scenes drawing. Then, the courts or authorities can apply these accidents reconstruction as the major evident. However, the vehicle database is based on the European vehicles, so that it may not suitable for the requirements in Taiwan area. Therefore, this study will construct the vehicle database in which can be used in Taiwan area. In the accident authentication aspect, we will use the vehicle fundamental database in the real cases for simulation and analysis, and then compare the results of simulation with the practical cases. Furthermore, we will evaluate the capacity of PC-Crash software. In the reconstruction of accident scene aspect, we can use the PC-Rect in which is attached within the PC-Crash software, and then compare the recovered distances to the distance by the practical measurement. Also the study will select different location, vehicles, and types of accidents for simulation. Furthermore, this study will use “the Traffic Accident Fast system(TAFS)”developed by Jilin University to validate the reliability of PC-Crash. In the same time, this study will select six circumstances for three-cars-collision. Hopefully, we can simulate the collision, and then estimate the velocity of vehicles before collision. Besides, this study also use the real cases delivered by courts to reconstruct the accident scene, and then evaluate the advantages and limitations of the PC-Crash software. In the overall, use the PC-Crash software will increase the quality and credibility of accident authentication.
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Huang, Ting-Yu, and 黃亭瑜. "Analysis of Salient Factors and Simulation of Fire Scene on Life Casualties in Building Fires: An Empirical Research of New Taipei City." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/c48zx4.

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碩士
中央警察大學
消防科學研究所
104
Types of construction, lifestyles and social structure are altered substantially accompanying economic development during these days. Disaster characteristics such as the occurrence of fire and its damage gradually change simultaneously. Though the frequencies of fire occurrence decrease annually, deaths from fires still exist. Considering the inestimable value of human life, there’s no doubt that we ought to give first priority to finding solutions to this issue. The main purpose of this study is to construct the explaining models of life casualties in building fires, and then compare the models with hazardous scenarios simulation in order to offer suggestions based on the comprehensive analysis. Factors that influence whether people will survive when fires break out are firstly generalized from the reviewing of different kinds of literature. Then, an empirical study is conducted using New Taipei City government’s official document and data collected from fire cases during 2010 to May, 2014. The study performs the chi-square test prior to regression in order to figure out the varieties of the independent variables which are closely related to dependent variable, thus applies binary logistic regression and discriminant analysis to construct the models stepwise. Last but not least, a typical case is selected to simulate different scenarios via FDS and the parameters are referred to the independent variables of the models so that we can observe not only fire hazards but also the changing levels of jeopardizing scenarios. The convergent models display the factors significantly influencing life casualties in building fires are age, conscious state, response condition, interior decoration and hoarding, and the overall correct predicted percentages of binary logistic regression and discriminant analysis are 88.89% and 87.4% respectively. The first three factors relating to human behaviors focus on obtaining more available safe egress time, which play a more important role in predicting survivability from fires. Whereas building factors including the latter two aim at postponing or excluding the elapse of jeopardizing scenarios. Ultimately, this study provides suggestions in law enforcing, public education and fire prevention planning.
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