Academic literature on the topic 'Tools 3D'

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Journal articles on the topic "Tools 3D"

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Dougherty, Matthew T. "3d Visualization Tools." Microscopy and Microanalysis 7, S2 (August 2001): 770–71. http://dx.doi.org/10.1017/s1431927600029925.

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The tutorial presents 3D visualization as implemented at NCMI: beginning with a brief overview of the history and philosophy of scientific visualization, proceeding to a description of general methodologies used throughout the field of visualization, and concluding with specific applications in electron microscopy, confocal microscopy and x-ray diffraction. The majority of the tutorial uses biological examples of visualization to demonstrate concepts and tools.History and Philosophy: Effective scientific visualization presents data in a simple, accurate conceptual formulation. Over the last one hundred years there has been a sea change in its economics caused by digital computers: beginning with calculated tables that were manually plotted, proceeding to two dimensional image graphics, and most recently multivariate 3D interactive graphics. The capability of scientific visualization has been greatly facilitated by the evolution of computers; particularly over the last ten years the 3D visualization of biological structures is quickly becoming a necessity for analysis, conceptualization, and presentations.
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Forsmann, J. Hope. "RELAP5-3D User Tools." Nuclear Technology 193, no. 1 (January 2016): 213–17. http://dx.doi.org/10.13182/nt14-141.

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Herrera, Rheianne Mae C., Ma Andrea T. Blanco, John Carlo C. Carabeo, Faye Dannah B. Ramilo, John Renmar D. De Silva, Neil Oliver M. Nuqui, Michaela Tayag Espino, Brian J. Tuazon, and John Ryan C. Dizon. "3D-Printed Ergonomic Tool Handles." Advance Sustainable Science Engineering and Technology 4, no. 2 (November 6, 2022): 0220210. http://dx.doi.org/10.26877/asset.v4i2.13025.

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Although hand tools serve as an instrument for extending one’s capabilities through the use of hands, the comfort it brings is important especially since the welfare of the user is at stake. Aside from using the hand tools repetitively and with an awkward posture, the tool handle compositions and design also contribute to accumulating some work-related musculoskeletal disorders that require further attention in the long run. To provide a long-term solution, 3D-printed new designs of six commonly used hand tools that fit the average hand measurements of Filipinos have been developed. The hand tools are printed using two filaments namely; thermoplastic polyurethane (TPU) which was found to be skin-friendly and polylactic acid (PLA) which is proven to be more functional, both are used on the outer and inner layer of the handle, respectively. The 3D-printed tool handles were evaluated through the use of a comfort questionnaire for hand tools distributed to 10 respondents per tool handle testing, results show that 3D-printed tool handles are found to be more comfortable and convenient rather than the commercial ones. Meanwhile, the researchers note that the adequate length of tool handles may also vary according to functions and not rely alone on the average hand measurements.
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Kuhn, Jeffrey. "3D Printed Microscope Optomechanical Tools." Microscopy and Microanalysis 26, S2 (July 30, 2020): 686–88. http://dx.doi.org/10.1017/s1431927620015536.

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Keller, Andrew, Juan D. Chavez, Jimmy K. Eng, Zorian Thornton, and James E. Bruce. "Tools for 3D Interactome Visualization." Journal of Proteome Research 18, no. 2 (December 6, 2018): 753–58. http://dx.doi.org/10.1021/acs.jproteome.8b00703.

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Peterka, Jozef, Ladislav Morovič, Peter Pokorný, Martin Kováč, and František Hornák. "Optical 3D Scanning of Cutting Tools." Applied Mechanics and Materials 421 (September 2013): 663–67. http://dx.doi.org/10.4028/www.scientific.net/amm.421.663.

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The paper shortly illustrates the general concept of Reverse Engineering, which includesalso the 3D scanning. In the main part of the paper the concrete 3D scanning process of chosen individual objects are described. The problems that occurred during 3D digitizing of individual parts are step by step discussed and solved. The paper deals with 3D scanning of ball nose end mills and screw drill. The article gives a procedure for digitizing and comparing the results of the scanned digital models of the two ball nose end mills and screw drill.
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Chaaban, Fadi, Hanan Darwishe, and Jamal El Khattabi. "A Semi-Automatic Approach in GIS for 3D Modeling and Visualization of Utility Networks: Application for Sewer & Stormwater networks." MATEC Web of Conferences 295 (2019): 02003. http://dx.doi.org/10.1051/matecconf/201929502003.

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This paper presents a semi-automatic methodology proposed for 3D modeling of utility networks in GIS environment. The ModelBuilder in ArcGIS (ESRI) software is used for implementing this methodology, by developing two tools to automate the construction processes of 3D networks. The first presents a tool to create a 3D Manhole layer from points layer, and the second is a tool to create a 3D pipe layer. For both tools, a work algorithm has been built, in addition to designing user interfaces elements. These tools are stored in a Toolbox called “3D Manhole & Pipe.tbx”. The two previous tools were tested and applied to spatial data for a proposed residential area. The final 3D model of the residential area includes the sewage and stormwater networks, as well as other spatial data such as buildings, parks, roads, etc. This model is able to spot the intersection points in the network, visually or using the 3D analysis available in the software, allowing us to identify problems to be processed and resolved before starting a project, leading consequently to time and cost savings, effort and money. The proposed methodology is an easy and an effective way to build 3D network models (sewer, water..etc), and the developed tools allow the implementation of a set of necessary processes needed to build 3D networks.
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Ney, D. R., and E. K. Fishman. "Editing tools for 3D medical imaging." IEEE Computer Graphics and Applications 11, no. 6 (November 1991): 63–71. http://dx.doi.org/10.1109/38.103395.

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Maqueda García-Morales, Raúl, and Manuel Luque Cortina. "Paleocatálogo 3D: Photogrammetry for the realization of a high quality, accessible and free 3D Virtual Catalog." Virtual Archaeology Review 6, no. 13 (November 24, 2015): 35. http://dx.doi.org/10.4995/var.2015.4369.

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To develop quality tools for dissemination and outreach today is no longer a problem. The access to archaeological collections, to have at our disposal a repertoire of portable art, tools, etc. of European Prehistory, neither will be. In these lines we will see the project in which we combine technology, information and accessibility to that information, as a tool for the study and dissemination of prehistory for all educational levels.
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Zhang, Xiang, Zhen Yu Han, Ya Zhou Sun, and Hong Ya Fu. "Equipments and Strategies of Machining 3D Meso-Scale Parts." Key Engineering Materials 431-432 (March 2010): 78–81. http://dx.doi.org/10.4028/www.scientific.net/kem.431-432.78.

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Currently machine tools and strategies researched in micro-milling field universally cannot be applied to 3D meso-scale parts machining directly, so great importance should be attached to the research on 5-axis machine tools and the suitable strategies for 3D meso-scale machining. This paper introduced a self-made 5-axis machine tool and several micro-milling strategies which were applicable to 3D meso-scale parts machining. Using these strategies, a mini impeller was successfully machined on the 5-axis machine tool developed independently. The experiment result showed the machine tool and the strategies were suitable for machining meso-scale 3D parts.
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Dissertations / Theses on the topic "Tools 3D"

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Roure, Garcia Ferran. "Tools for 3D point cloud registration." Doctoral thesis, Universitat de Girona, 2017. http://hdl.handle.net/10803/403345.

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In this thesis, we did an in-depth review of the state of the art of 3D registration, evaluating the most popular methods. Given the lack of standardization in the literature, we also proposed a nomenclature and a classification to unify the evaluation systems and to be able to compare the different algorithms under the same criteria. The major contribution of the thesis is the Registration Toolbox, which consists of software and a database of 3D models. The software presented here consists of a 3D Registration Pipeline written in C ++ that allows researchers to try different methods, as well as add new ones and compare them. In this Pipeline, we not only implemented the most popular methods of literature, but we also added three new methods that contribute to improving the state of the art. On the other hand, the database provides different 3D models to be able to carry out the tests to validate the performances of the methods. Finally, we presented a new hybrid data structure specially focused on the search for neighbors. We tested our proposal together with other data structures and we obtained very satisfactory results, overcoming in many cases the best current alternatives. All tested structures are also available in our Pipeline. This Toolbox is intended to be a useful tool for the whole community and is available to researchers under a Creative Commons license
En aquesta tesi, hem fet una revisió en profunditat de l'estat de l'art del registre 3D, avaluant els mètodes més populars. Donada la falta d'estandardització de la literatura, també hem proposat una nomenclatura i una classificació per tal d'unificar els sistemes d'avaluació i poder comparar els diferents algorismes sota els mateixos criteris. La contribució més gran de la tesi és el Toolbox de Registre, que consisteix en un software i una base de dades de models 3D. El software presentat aquí consisteix en una Pipeline de registre 3D escrit en C++ que permet als investigadors provar diferents mètodes, així com afegir-n'hi de nous i comparar-los. En aquesta Pipeline, no només hem implementat els mètodes més populars de la literatura, sinó que també hem afegit tres mètodes nous que contribueixen a millorar l'estat de l'art de la tecnologia. D'altra banda, la base de dades proporciona una sèrie de models 3D per poder dur a terme les proves necessàries per validar el bon funcionament dels mètodes. Finalment, també hem presentat una nova estructura de dades híbrida especialment enfocada a la cerca de veïns. Hem testejat la nostra proposta conjuntament amb altres estructures de dades i hem obtingut resultats molt satisfactoris, superant en molts casos les millors alternatives actuals. Totes les estructures testejades estan també disponibles al nostre Pipeline. Aquesta Toolbox està pensada per ésser una eina útil per tota la comunitat i està a disposició dels investigadors sota llicència Creative-Commons
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Aglan, Hassan. "3D tombs modeling by simple tools." Universitätsbibliothek Leipzig, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-201511.

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New archaeological research was carried out between 2009 and 2011 by the Ministry of State for Antiquities (MSA) at central Dra’ Abu el-Naga. Joining the MSA excavation team in the field in 2009, the author has been studying the findings from this area since then. The excavation site is situated ca. 700 km south of Cairo, opposite the modern city of Luxor in Upper Egypt on the western side of the Nile. Dra\' Abu el-Naga is the modern name of the northern area of the extended necropolis. Central Dra’ Abu el-Naga lies to the north of the causeway of queen Hatshepsut and just south of the German and Spanish concessions, overlooking the valley where a temple of Amenhotep I was once erected. The tombs are situated just below the hilltop of the middle range of the Dra’ Abu el-Naga hills Review And to reach fulfill this main objective, it was proposed in 2013 to follow these research objectives: Consequently one main objective was the recording of architecture of the new discovered tombs and the reconstruction of the original context of the objects, which formed part of their burial equipment. The overlying aim of the research is: Preparing plans of all the new tombs, and also sections and 3D views of two of the tombs as they are very complicated. To place the new tombs in their archaeological context. 2D drawings can be tricky for some people to read, but 3D model views are a universal language that anyone can understand. By using SketchUp Pro to get owners, researchers heads in the same direction.
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Uhercik, Marian. "Surgical tools localization in 3D ultrasound images." Phd thesis, INSA de Lyon, 2011. http://tel.archives-ouvertes.fr/tel-00735702.

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This thesis deals with automatic localization of thin surgical tools such as needles or electrodes in 3D ultrasound images. The precise and reliable localization is important for medical interventions such as needle biopsy or electrode insertion into tissue. The reader is introduced to basics of medical ultrasound (US) imaging. The state of the art localization methods are reviewed in the work. Many methods such as Hough transform (HT) or Parallel Integral Projection (PIP) are based on projections. As the existing PIP implementations are relatively slow, we suggest an acceleration by using a multiresolution approach. We propose to use model fitting approach which uses randomized sample consensus (RANSAC) and local optimization. It is a fast method suitable for real-time use and it is robust with respect to the presence of other high-intensity structures in the background. We propose two new shape and appearance models of tool in 3D US images. Tool localization can be improved by exploiting its tubularity. We propose a tool model which uses line filtering and we incorporated it into the model fitting scheme. The robustness of such localization algorithm is improved at the expense of additional time for pre-processing. The real-time localization using the shape model is demonstrated by implementation on the 3D US scanner Ultrasonix RP. All proposed methods were tested on simulated data, phantom US data (a replacement for a tissue) and real tissue US data of breast with biopsy needle. The proposed methods had comparable accuracy and the lower number of failures than the state of the art projection based methods.
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Schott, Thomas R. "Adopting Workgroup Collaboration Tools in 3D Virtual Worlds." Thesis, Robert Morris University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3629005.

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Collaboration is vital in today's information age, and tools are increasingly used to bring together teams that are geographically dispersed. Second Life, a 3D virtual world, can incorporate most of the visual, hearing and spatial elements of the real world, and can create a feeling of presence or the sense of actually "being there" for users. Common 2D groupware collaboration tools, such as web conferencing and conference calls used for virtual team collaboration in professional contexts, are key enablers for virtual teams. However, businesses and organizations have not adopted virtual worlds for virtual teams and workgroup collaboration. Shen & Eder (2009) conducted a study using their modified Technology Acceptance Model (TAM) applied to the adoption of Second Life for business purposes. For participants, they used college students who were new to Second Life. The purpose of this research is to examine how the seven factors identified in the Shen and Eder's (2009) extended Technology Acceptance Model (TAM) relate to the behavioral intention to use workgroup collaboration tools in the Second Life using a non-student sample of experienced Second Life users that was more demographically representative of the Second Life population. Although this research supported many of Shen and Eder's findings, it found a negative relationship between the construct of perceived enjoyment and behavioral intent. This finding is important because contrary to positive relationship with gaming and entertainment environments, perceived enjoyment is not an antecedent for behavioral intention of 3D virtual worlds when used for productivity activities. The results of this study may provide insight for tool developers and integrators on where to focus efforts that lead to improved adoption of these workgroup collaboration tools.

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Frantz, Ferreira Felipe. "Architectural exploration methods and tools for heterogeneous 3D-IC." Thesis, Ecully, Ecole centrale de Lyon, 2012. http://www.theses.fr/2012ECDL0033/document.

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L'intégration tridimensionnelle (3D), où plusieurs puces sont empilées et interconnectées, est en train de révolutionner l'industrie des semi-conducteurs.Cette technologie permet d'associer, dans un même boîtier, des puces électroniques (analogique, numérique, mémoire) avec des puces d'autres domaines(MEMS, bio-capteurs, optique, etc). Cela ouvre de nombreuses voies d'innovation. Néanmoins, l'absence d'outils de conception assistée ordinateur(CAO) adaptés aux systèmes 3D freine l'adoption de la technologie.Cette thèse contribue à deux problématiques liées à la conception 3D : le partitionnement d'un système sur de multiples puces et l'optimisation hiérarchique de systèmes multiphysiques (hétérogènes).La première partie de la thèse est dédiée au problème de partitionner la fonctionnalité d'un système sur de multiples puces. Un outil de « floorplan » 3D a été développé pour optimiser ce partitionnement en fonction de la surface des puces, de la température d'opération du circuit et de la structure des interconnexions. Ce type d'outil étant complexe, nous proposons de régler ses paramètres de façon automatique par l'utilisation d'algorithmes évolutionnaires.Des résultats expérimentaux sur une suite de benchmarks et sur une architecture multi processeur connecté en réseau démontrent l'efficacité et l'applicabilité des techniques d'optimisation proposées.Dans la deuxième partie, nous présentons une méthodologie de conception hiérarchique qui est adaptée aux systèmes hétérogènes. La méthode combine une approche ascendante et descendante et utilise des courbes de compromis(Fronts de Pareto) comme une abstraction de la performance d'un circuit.La contribution principale de la thèse consiste à utiliser des techniques d'interpolation pour représenter les Fronts de Pareto par des fonctions continues et à leur intégration dans des processus d'optimisation classiques. Cela permet un gain en flexibilité lors de l'étape ascendante du flot (caractérisation) et un gain en temps lors de l'étape descendante (synthèse). Le flot de conception est démontré sur un amplificateur opérationnel ainsi comme sur la synthèse d'un lien optoélectronique avec trois niveaux hiérarchiques
3D integration technology is driving a strong paradigm shift in the design of electronic systems. The ability to tightly integrate functions from different technology nodes (analog, digital, memory) and physical domains (MEMS, optics, etc) offers great opportunities for innovation (More than Moore). However, leveraging this potential requires efficient CAD tools to compare architectural choices at early design stages and to co-optimize multiphysics systems.This thesis work is divided into two parts. The first part is dedicated to the problem of partitioning a system into multiple dies. A 3D floorplanning tool was developed to optimize area, temperature and the interconnect structure of a 3DIC. Moreover, a meta-optimization approach based on genetic algorithms is proposed to automatically configure the key parameters of the floorplanner. Tests were carried out on architectural benchmarks and a NoC based multiprocessor to demonstrate the efficiency of the proposed techniques.In the second part of the thesis, a hierarchical design methodology adapted to heterogeneous systems is presented. The method combines the bottom-up and top-down approaches with Pareto-front techniques and response surface modeling. The Pareto front of lower level blocks are extracted and converted into predictive performance models that can be stored and reused in a top-down optimization process. The design flow is demonstrated on an operational amplifier as well as on the synthesis of an optoelectronic data link with three abstraction levels
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Chamberlain, Morne Edward. "A 3D Virtual Environment Development Platform for ASD Therapy Tools." Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2634.

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Thesis (MSc (Computer Science))--University of Stellenbosch, 2009.
ENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supports standard features such as 3D rendering, animation and audio output. Speci c features, aimed at ASD therapy tools and educational games, included in our engine are: replays, data capturing, remote monitoring over a network and language localisation. We also implemented an input hardware abstraction layer to allow support for non-standard input peripherals in the future, without modifying existing game implementations. Furthermore, to separate the development of games and tools from the engine, we include wrapper libraries in our engine for Lua and Java. We successfully developed our engine and implemented a number of prototype therapy tools and educational games. These implementations confirmed that the engine works as expected. Some of these programs are currently in use at a local primary school.
AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe. Hierdie werk het dit ten doel om hierdie probleme te bowe te kom. Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins, maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik: kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om die enjin in Lua en Java te gebruik.
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Southern, Richard. "Quality control tools for interactive rendering of 3D triangle meshes." Master's thesis, University of Cape Town, 2002. http://hdl.handle.net/11427/14035.

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Bibliography: leaves 109-115.
In this dissertation we explore methods of quality control of untextured polygonal models. The tools presented build, evaluate and improve on the field of multiresolution analysis through decimation. We evaluate the quality of models generated through various simplification algorithms to develop efficient measures of image quality. We develop an application for selective, progressive and view-dependent refinement, suitable for browsing 3D models on the internet. Existing work in continuous level-of-detail is extended to allow for faster interpolation between LOD sequences and we present a new LOD control mechanism for maintaining a constant polygon count. We present a generic framework generates multiresolution models through simplification. This allows for the comparison of surface compression methods under the same conditions, and to determine the performance of surface quality measures based on these results. These measures of surface quality are evaluated with both image and model based criteria. We find that the declining volume of a simplified object is a good method of predicting view-independent image quality. Using our generic framework, we extend two applications which can be used to improve rendering performance in a virtual environment. We develop a new selective refinement application which refines only a desired region of the model, suitable for online model browsing. This method provides substantial space saving due to a more compact representation of the simplification hierarchy, and also provides optimisations for use with a client/server model. A novel method of defining smooth mappings between different resolution versions of a model (called continuous level-of-detail) is also defined. This technique greatly improves rendering performance of these models by employing commonly available programmable graphics hardware. We also present a method of controlling the number of polygons in large scenes, which is capable of predictively maintaining a constant frame rate by guaranteeing a polygon budget.
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Mokdad, Ali G. "DEVELOPING TOOLS FOR RNA STRUCTURAL ALIGNMENT." Bowling Green State University / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1143320655.

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Pester, Matthias. "Visualization Tools for 2D and 3D Finite Element Programs - User's Manual." Universitätsbibliothek Chemnitz, 2006. http://nbn-resolving.de/urn:nbn:de:swb:ch1-200600436.

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This paper deals with the visualization of numerical results as a very convenient method to understand and evaluate a solution which has been calculated as a set of millions of numerical values. One of the central research fields of the Chemnitz SFB 393 is the analysis of parallel numerical algorithms for large systems of linear equations arising from differential equations (e.g. in solid and fluid mechanics). Solving large problems on massively parallel computers makes it more and more impossible to store numerical data from the distributed memory of the parallel computer to the disk for later postprocessing. However, the developer of algorithms is interested in an on-line response of his algorithms. Both visual and numerical response of the running program may be evaluated by the user for a decision how to switch or adjust interactively certain parameters that may influence the solution process. The paper gives a survey of current programmer and user interfaces that are used in our various 2D and 3D parallel finite element programs for the visualization of the solution.
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Mathew, Justin D. "A design framework for user interfaces of 3D audio production tools." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS328/document.

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Il y a un intérêt important et croissant à procurer des expériences d’écoute immersives pour une variété d’applications, et les améliorations constantes des technologies de reproduction audio 3D permettent de produire des scènes auditives immersives à la fois créatives et réalistes. Mais bien que ces technologies de rendu audio 3D soient maintenant relativement disponibles pour les consommateurs, la production et la création des contenus adéquats restent difficiles en raison de la variété des techniques de rendu, des considérations perceptives et des limites des interfaces utilisateur disponibles. Cette thèse traite de ces problèmes en développant un cadre de conception basé sur deux points de vue : l’analyse morphologique des méthodes et des pratiques audio 3D, et la conception d’interaction. À partir du recueil de données ethnographiques sur les outils, les méthodes et les pratiques pour la production de contenu audio 3D, de considérations sur la perception spatiale liée à l’audio 3D, et d’une analyse morphologique sur les objets d’intérêt connexes (objets audio 3D, paramètres interactifs et techniques de rendu), nous avons identifié les taches que doivent supporter les interfaces utilisateur audio 3D et proposé un cadre de conception qui caractérise la création et la manipulation des objets audio. Ensuite, nous avons conçu plusieurs techniques d’interaction pour la création audio 3D et avons étudié leurs performances et leur facilité d’utilisation selon différentes caractéristiques des méthodes d’entrée et de ’mapping’ (multiplexage, intégralité, ’directitude’). Nous avons observé des différences de performances lors de la création et de l’édition de trajectoires audio suggérant que l’augmentation de la sensibilité de la technique de ’mapping’ améliore les performances, et qu’un équilibre entre la séparabilité et l’intégralité des méthodes d’entrée peut résulter en un compromis satisfaisant entre la performance de l’utilisateur et la simplicité matérielle de la solution. Plus généralement, à partir de ces perspectives, nous avons identifié les critères de conception requis pour les interfaces utilisateur audio 3D en vue de compléter notre cadre de conception. Ce dernier, associé à nos résultats expérimentaux, sont un moyen d’aider les concepteurs à mieux prendre en compte les dimensions importantes dans le processus de conception, analyser les fonctionnalités et améliorer les interfaces utilisateur pour les outils de production audio 3D
There has been a significant interest in providing immersive listening experiences for a variety of applications, and recent improvements in audio production have provided the capability for 3D audio practitioners to produce realistic and imaginative immersive auditory scenes. Even though technologies to reproduce 3D audio content are becoming readily available for consumers, producing and authoring this type of content is difficult due to the variety of rendering techniques, perceptual considerations, and limitations of available user interfaces. This thesis examines these issues through the development of a framework of design spaces that classifies how 3D audio objects can be created and manipulated from two different viewpoints : Morphological Analysis of 3D Audio Methods and Practices and Interaction Design. By gathering ethnographic data on tools, methods, and practices of 3D audio practitioners, overviewing spatial perception related to 3D audio, and conducting a morphological analysis on related objects of interest (3D audio objects, interactive parameters, and rendering techniques), we identified the tasks required to produce 3D audio content and how 3D audio objects can be created and manipulated. This work provided the dimensions of two design spaces that identify the interactive spatial parameters of audio objects by their recording and rendering methods, describing how user interfaces provide visual feedback and control the interactive parameters. Lastly, we designed several interaction techniques for 3D audio authoring and studied their performance and usability according to different characteristics of input and mapping methods (multiplexing, integrality, directness). We observed performance differences when creating and editing audio trajectories, suggesting that increasing the directness of the mapping technique improves performance and that a balance between separability and integrality of input methods can result into a satisfactory trade-off between user performance and cost of equipment. This study provided results that inform designers on what they might expect in terms of usability when designing input and mapping methods for 3D audio trajectory authoring tasks. From these viewpoints, we proposed design criteria required for user interfaces for 3D audio user production that developed and improved the framework of design spaces. We believe this framework and the results of our studies could help designers better account for important dimensions in the design process, analyze functionalities in current tools, and improve the usability of user interfaces for 3D audio production tools
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Books on the topic "Tools 3D"

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3D TV and 3D cinema: Tools and processes for creative stereoscopy. Waltham, MA: Focal Press, 2012.

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Loic, Zimmermann, Ahmadi Mike, and Autodesk Inc, eds. 3D tools for photographers, illustrators & graphic designers. [United States]: Autodesk, 2006.

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Leung, John W. Drawing tools for 3D modelling using Smalltalk-80. Manchester: University of Manchester, Department of Computer Science, 1995.

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Schrüfer, Norbert. Erstellung eines 3D-Simulationssystems zur Reduzierung von Rüstzeiten bei der NC-Bearbeitung. Berlin: Springer-Verlag, 1992.

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3D Autocad: For Architects and Engineers (Programming Tools for Scientists and Engineers Series). New York, USA: Computing Mcgraw-Hill, 1992.

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Bernard, Frischer, and Dakouri-Hild Anastasia, eds. Beyond illustration: 2d and 3d digital technologies as tools for discovery in archaeology. Oxford: Archaeopress, 2008.

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Frost, Tim. 3D embroidery studio unleashed: Easy to follow step by step projects : complete coverage of the Endless and Encore features : learn all of the edit tools : also covers 3D Vision, 3D Organizer, Quick Font Wizard. [United States?]: T. Frost, 2006.

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Cano, Lesley M. 3D printing: A powerful new curriculum tool for your school library. Santa Barbara, California: Libraries Unlimited, An Imprint of ABC-CLIO, LLC, 2015.

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Blender steps: Create photoreal still images and animations using blender 2.63, the amazing free 3D art tool. [Place of publication not identified]: Truth Engine Books, 2012.

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Wentsch, Marlene. Analysis of Injection Processes in an Innovative 3D-CFD Tool for the Simulation of Internal Combustion Engines. Wiesbaden: Springer Fachmedien Wiesbaden, 2019. http://dx.doi.org/10.1007/978-3-658-22167-6.

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Book chapters on the topic "Tools 3D"

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Dumic, Emil, Khaled Boussetta, Luis A. da Silva Cruz, Tasos Dagiuklas, Antonio Liotta, Ilias Politis, Yuansong Qiao, A. Murat Tekalp, Maria Torres Vega, and Yuhang Ye. "3D Video Tools." In 3D Visual Content Creation, Coding and Delivery, 223–65. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77842-6_9.

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Chiang, Wen-Hsing, and Wolfgang Kinzelbach. "Modeling Tools." In 3D-Groundwater Modeling with PMWIN, 199–213. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-662-05549-6_5.

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Lanzinger, Franz. "Software Tools." In 3D Game Development with Unity, 3–23. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9780429328725-1.

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Hussain, G., Abid Imran, Salman Amin, Wasim A. Khan, K. Rehman, G. Abbas, Ali Alvi, Ahmed Murtaza, Daniyal Akram, and Roshan Rehman. "Internet of Things-Enabled 3D Printer." In Machine Tools, 57–64. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003220985-5.

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Rapp, Petra, and Fabian Hotz. "Werkzeuge und Tools." In Perfekte 3D-Drucke mit Simplify3D, 151–89. München: Carl Hanser Verlag GmbH & Co. KG, 2022. http://dx.doi.org/10.3139/9783446473171.007.

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Kumar, Abhishek. "Tools for Architectural Visualization." In Immersive 3D Design Visualization, 7–15. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6597-0_2.

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Maalouf, Joseph F., and Francesco F. Faletra. "Image Optimization Tools and Image Display." In Practical 3D Echocardiography, 19–38. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72941-7_2.

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Chen, Jim X. "3D File Formats." In Guide to Graphics Software Tools, 1–4. London: Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-901-1_18.

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McInerney, Daniel, and Pieter Kempeneers. "3D Point Cloud Data Processing." In Open Source Geospatial Tools, 263–82. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-01824-9_15.

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Di Paola, Francesco. "3D Tools for CH Documentation." In Graphical Heritage, 583–91. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-47979-4_50.

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Conference papers on the topic "Tools 3D"

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Hornung, Alexander, Aljoscha Smolic, and Markus Gross. "Novel Stereoscopic Content Production Tools." In SMPTE Stereoscopic 3D Conference. IEEE, 2010. http://dx.doi.org/10.5594/m001411.

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ZACHARIAS, ROBERT, DAVID IVES, and WILLIAM SIDDONS, JR. "3D grid generation tools." In 26th Joint Propulsion Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1990. http://dx.doi.org/10.2514/6.1990-2243.

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Shamir, Ariel, Bernd Bickel, and Wojciech Matusik. "Computational tools for 3D printing." In SIGGRAPH '16: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2897826.2927367.

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Umetani, Nobuyuki, Bernd Bickel, and Wojciech Matusik. "Computational tools for 3D printing." In SIGGRAPH '15: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2776880.2792718.

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McIlrath, L., W. Ahmed, and A. Yip. "Design tools for the 3D roadmap." In 2009 IEEE International Conference on 3D System Integration (3DIC). IEEE, 2009. http://dx.doi.org/10.1109/3dic.2009.5306521.

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Abitbol, Marc, J. Debrie, Michel Lequime, P. Benatti, and O. Fouillouze. "New programmable 3D range camera." In Optical Tools for Manufacturing and Advanced Automation, edited by Scott S. Breidenthal and Alan A. Desrochers. SPIE, 1993. http://dx.doi.org/10.1117/12.164972.

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Ma, Cherng-Min. "Topology preservation on 3D images." In Optical Tools for Manufacturing and Advanced Automation, edited by Robert A. Melter and Angela Y. Wu. SPIE, 1993. http://dx.doi.org/10.1117/12.165004.

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Celenk, Mehmet. "Optimal 3D object surface identification." In Optical Tools for Manufacturing and Advanced Automation, edited by David P. Casasent. SPIE, 1993. http://dx.doi.org/10.1117/12.150192.

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Kotranza, Aaron, Kyle Johnsen, Juan Cendan, Bayard Miller, D. Scott Lind, and Benjamin Lok. "Virtual multi-tools for hand and tool-based interaction with life-size virtual human agents." In 2009 IEEE Symposium on 3D User Interfaces. IEEE, 2009. http://dx.doi.org/10.1109/3dui.2009.4811201.

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Grau, Oliver, Marcus Muller, and Josef Kluger. "Tools for 3D-TV programme production." In 2011 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON 2011). IEEE, 2011. http://dx.doi.org/10.1109/3dtv.2011.5877230.

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Reports on the topic "Tools 3D"

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Baxevanis, Panagiotis. 3D Theoretical and simulation tools for microbunched cooling. Office of Scientific and Technical Information (OSTI), September 2021. http://dx.doi.org/10.2172/1822340.

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Sun, Lushan, and Jean Parsons. Exploring Effectiveness of Programs and Tools for 3D Printing Wearable Product. Ames: Iowa State University, Digital Repository, November 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1455.

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GOSSEL, Wolfgang, and Ronny LÄHNE. HyVis and InVis: Two tools for the visualization of structures and 3d interpolation in ArcView. Cogeo@oeaw-giscience, September 2011. http://dx.doi.org/10.5242/iamg.2011.0080.

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Ford, David, Thomas Housel, and Johnathan Mun. Ship Maintenance Processes with Collaborative Product Lifecycle Management and 3D Terrestrial Laser Scanning Tools: Reducing Costs and Increasing Productivity. Fort Belvoir, VA: Defense Technical Information Center, April 2011. http://dx.doi.org/10.21236/ada543988.

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Ford, David N., Thomas J. Housel, and Johnathan C. Mun. Ship Maintenance Processes with Collaborative Product Lifecycle Management and 3D Terrestrial Laser Scanning Tools: Reducing Costs and Increasing Productivity. Fort Belvoir, VA: Defense Technical Information Center, September 2011. http://dx.doi.org/10.21236/ada555680.

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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development of VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in Unity 3D; development of a project for a photograph; development of training materials with Vuforia; development for promising devices). The course lasts 16 weeks and contains the task content and patterns of performance. It is ascertained that the course enhances development of competences of designing and using innovative learning tools. There are provided the survey of the course participants concerning their expectations and the course results. Reduced amounts of independent work, increased classroom hours, detailed methodological recommendations and increased number of practical problems associated with STEM subjects are mentioned as the course potentials to be implemented.
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Pazaitis, Alex, Chris Giotitsas, Leandros Savvides, and Vasilis Kostakis. Do Patents Spur Innovation for Society? Lessons from 3D Printing. Mέta | Centre for Postcapitalist Civilisation, 2021. http://dx.doi.org/10.55405/mwp7en.

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Effective appropriation of new technology has long been considered essential for innovation. Yet, the role of patents and other Intellectual Property tools has been questioned, both for rewarding innovators and serving societal needs. Simultaneously, there is ample empirical evidence of technological advance accelerating under conditions of loose appropriability, for example, when patents expire and cases of innovations based on shared technology and diverse motivations. This paper explores the case of the 3D printing technology, which appears to have found successful commercialization and dynamic market growth after key patents expired. We analyze the role of commons-based peer production practices in forging synergies among different factors and effectuating an alternative innovation pathway and the challenges and contradictions in the process. Finally, we critically assess recent developments of 3D printing technology and draw lessons for innovation policy by incorporating aspects of emerging commons-based innovation paradigms.
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de Kemp, E. A., H. A. J. Russell, B. Brodaric, D. B. Snyder, M. J. Hillier, M. St-Onge, C. Harrison, et al. Initiating transformative geoscience practice at the Geological Survey of Canada: Canada in 3D. Natural Resources Canada/CMSS/Information Management, 2022. http://dx.doi.org/10.4095/331097.

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Application of 3D technologies to the wide range of Geosciences knowledge domains is well underway. These have been operationalized in workflows of the hydrocarbon sector for a half-century, and now in mining for over two decades. In Geosciences, algorithms, structured workflows and data integration strategies can support compelling Earth models, however challenges remain to meet the standards of geological plausibility required for most geoscientific studies. There is also missing links in the institutional information infrastructure supporting operational multi-scale 3D data and model development. Canada in 3D (C3D) is a vision and road map for transforming the Geological Survey of Canada's (GSC) work practice by leveraging emerging 3D technologies. Primarily the transformation from 2D geological mapping, to a well-structured 3D modelling practice that is both data-driven and knowledge-driven. It is tempting to imagine that advanced 3D computational methods, coupled with Artificial Intelligence and Big Data tools will automate the bulk of this process. To effectively apply these methods there is a need, however, for data to be in a well-organized, classified, georeferenced (3D) format embedded with key information, such as spatial-temporal relations, and earth process knowledge. Another key challenge for C3D is the relative infancy of 3D geoscience technologies for geological inference and 3D modelling using sparse and heterogeneous regional geoscience information, while preserving the insights and expertise of geoscientists maintaining scientific integrity of digital products. In most geological surveys, there remains considerable educational and operational challenges to achieve this balance of digital automation and expert knowledge. Emerging from the last two decades of research are more efficient workflows, transitioning from cumbersome, explicit (manual) to reproducible implicit semi-automated methods. They are characterized by integrated and iterative, forward and reverse geophysical modelling, coupled with stratigraphic and structural approaches. The full impact of research and development with these 3D tools, geophysical-geological integration and simulation approaches is perhaps unpredictable, but the expectation is that they will produce predictive, instructive models of Canada's geology that will be used to educate, prioritize and influence sustainable policy for stewarding our natural resources. On the horizon are 3D geological modelling methods spanning the gulf between local and frontier or green-fields, as well as deep crustal characterization. These are key components of mineral systems understanding, integrated and coupled hydrological modelling and energy transition applications, e.g. carbon sequestration, in-situ hydrogen mining, and geothermal exploration. Presented are some case study examples at a range of scales from our efforts in C3D.
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Prokhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4416.

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This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D university. As far as the game replicates the real-life objects, applicants can see the department's equipment and class-rooms. For the gaming application development team utilized С# and C++, Unity 3D, and Source Engine. For object modeling, we leveraged Hammer Editor, Agisoft PhotoScan Pro, and the photogrammetry technology, that allowed for realistic gameplay. Players are offered various formats of assessment of digital competencies: test task, puzzle, assembling a computer and setting up an IT-specialist workplace. The experiment conducted at the open house day proved the 3D quest game efficiency. The results of digital competence evaluation do not depend on the testing format. The applicants mostly preferred to take a 3D quest, as more up-to-date and attractive engagement.
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Kompaniets, Alla, Hanna Chemerys, and Iryna Krasheninnik. Using 3D modelling in design training simulator with augmented reality. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3740.

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The article is devoted to the theoretical consideration of the problem and the use of innovative technologies in the educational process in the educational establishment of secondary education in the process of studying the school course of computer science. The main advantages of using educational simulators in the educational process are considered, based on the new state standard of basic and complete general secondary education. Based on the analysis of scientific and methodological literature and network sources, the features of the development of simulators for educational purposes are described. Innovative tools for simulator development have been investigated, as augmented reality with the use of three-dimensional simulation. The peculiarities of using a simulator with augmented reality when studying the topic of algorithmization in the course of studying a school computer science are considered. The article also describes the implementation of augmented reality simulator for the formation of algorithmic thinking skills by students, presents the results of development and describes the functionality of the software product. In the further prospects of the study, it is planned to conduct an experimental study to determine the effectiveness of the use of software development in the learning process.
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