Dissertations / Theses on the topic 'Virtual Building Model'

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1

Cooke, Christopher Alexander. "Interactive graphical model building using virtual reality." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/34065.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (leaves 58-59).
by Christopher Alexander Cooke.
M.S.
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Coon, William MacDowell. "A Computational Model for Building Relationships Between Humans and Virtual Agents." Digital WPI, 2012. https://digitalcommons.wpi.edu/etd-theses/942.

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"As artificially intelligent agents become more advanced, they will require corresponding advances in social capability. In particular, they will require an understanding of the development of relationships. This work is intended to aid in addressing this need. We have developed a model of the development of relationships, designed and implemented a planning module based on this model, and performed an evaluation study verifying the functionality of the model and implementation. This should provide a foundation for future work in developing artificially intelligent agents capable of appropriately dealing with the development of social relationships."
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3

Oliveira, Marina Rodrigues de. "Modelagem virtual e prototipagem rápida aplicadas em projeto de arquitetura." Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/18/18141/tde-07042011-110243/.

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O presente trabalho de mestrado estuda a aplicação de tecnologias e ferramentas de modelagem virtual e prototipagem rápida em projeto de Arquitetura, abordando casos em escritórios brasileiros e instituições de ensino que utilizam laboratórios de prototipagem rápida no desenvolvimento de projeto. A partir da revisão bibliográfica abrangendo processo de projeto, projeto paramétrico, modelagem virtual, Building Information Model(ing), prototipagem rápida, buscou-se desenvolver a ligação do trabalho acadêmico desses temas com a prática e o desenvolvimento de projeto a fim de estudar as interferências, potencialidades e desdobramentos que tais tecnologias podem oferecer no desenvolvimento de projeto de arquitetura. Dois estudos de campo foram desenvolvidos para observar como as tecnologias estão influenciando a prática de projeto: através do estudo de campo descritivo junto a cinco escritórios de arquitetura do estado de São Paulo, levantaram-se os diversos usos que têm sido feitos dessas ferramentas na prática de projeto. Utilizou-se também o estudo de campo exploratório que contou com três instituições de ensino de excelência que utilizam métodos atuais com inserção de ferramentas de modelagem virtual paramétrica junto aos laboratórios de Fabricação Digital da FEC/UNICAMP, Brasil, AA, Londres, Inglaterra e UTL, Lisboa, Portugal observou-se as mudanças na prática do ensino de projeto. Conclui-se que a inserção dessas tecnologias no ensino e na prática de projeto tem um papel transformador na forma de se projetar envolvendo mudança nas práticas decisórias, simulação, experimentação, representação de projeto, geração de documentos, colaboração entre projetistas, etc. Porém, esses grupos acadêmicos, que utilizam a tecnologia em prol da concepção e produção de uma arquitetura contemporânea, não refletem a realidade da prática profissional pesquisada onde os escritórios utilizam software com conceito BIM isoladamente já que escritórios de projetos complementares não utilizam a mesma tecnologia.
This master research work studies the employment of tools like virtual modeling and rapid prototyping on architectural designs trough educational institutions and commercial offices case studies from that use Rapid Prototyping Laboratories during the design process. Based on a literature review regarding design process, parametric design, virtual modeling, Building Information Model(ing) and rapid prototyping, connection between academic knowledge and potential design were performed in order to study the potentials, interferences, and future these technologies can offer to architectural design process. Two field studies were employed to investigate how technologies are influencing the design projects. The descriptive work presents the professional practice reality in São Paulo, Brazil, through interviews with five architectural design offices that are using these tools in different ways during the design project. The exploratory study was performed at three schools of excellent: University of Campinas, Brazil, Architectural Association in London, UK and Technical University of Lisbon, Portugal where the methodology employs parametric virtual modeling technology, giving evidence of changes in design teaching using the Digital Fabrication facilities. It concludes that the use of these technologies on design project teaching and practice a hanger the way of design, involving decision-making, simulation, design drawings, documents generation and collaboration between designers. However the academic research groups that use the technology for contemporary design conception and production do not represent the professional practice reality once they are using the BIM software on an isolated way given that complementary design offices don\'t have access to the same technology.
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Hoffmann, Peter. "On virtual commissioning of manufacturing systems : proposals for a systematic VC simulation study methodology and a new simulation model building approach." Thesis, University of South Wales, 2016. https://pure.southwales.ac.uk/en/studentthesis/on-virtual-commissioning-of-manufacturing-systems(a4f3fdc4-56b5-4429-8432-b1975d09cf08).html.

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The development of manufacturing systems is faced with progressively tightening time frames, along with growing requirements on planning quality and engineering accuracy. These demands result from significant cost constraints, shortening of product life-cycles, increasing number of product variants and economic needs for rapid time-to-market. Thus, an efficient production ramp-up including the commissioning as the crucial part, becomes more and more important for engineering companies to stay profitable. Virtual Commissioning (VC) is widely considered as promising method to address the challenges associated with real commissioning, but the simulation model building necessary for VC is affiliated with considerable effort and required expertise. VC of manufacturing systems has been a research topic in academia and industry for far more than a decade. Positive results are reported from large companies e.g. from the automotive industry, which are mostly utilising the complex and costly suites of tools in the context of the Digital Factory, rarely from SMEs. However, in particular also SMEs are forced to improve their engineering and commissioning processes, but suites of tools and methodologies used in large companies are not reasonably transferable to SMEs. Rationale for the rare use of VC, besides its general complexity, are a high modelling effort to build the necessary virtual plant models and a lack of availability of methodologies for systematic implementation and reasonable execution of VC. Thus, the main goal of this research is the development of a new systematic simulation study methodology as general guideline for planning, implementation and execution of VC. It is intended to be notably beneficial for engineers from SMEs, as helpful guideline for planning, implementation and execution of VC and to facilitate the substantially high modelling effort required for VC of manufacturing systems. Besides clarifying the requirements and specifying an environment for VC, the criteria to select an appropriate simulation tool have been established. The proposed modular, component based simulation model building has been split into specified procedures for “Low-level Component Modelling”, to be conducted for the components of the decomposed real manufacturing system, and subsequent “High-level Plant Modelling” of the virtual manufacturing system. The applicability of these new approaches has been validated by planning, implementing and conducting a VC for a trackbound transportation system with self-driving transport cars on passive tracks, which is the major subsystem of the manufacturing system used as test-bed at the UASA Hannover. As one main result, a novel workflow for Low-level Component Modelling has been proposed that aims for the gradual relocation of this modelling task as far as possible to the origin of components, in the end the component manufacturers should provide together with the deliverable components their mechatronic component models. This is related to a novel proposal for exchangeable mechatronic component models and an outlined possible implementation with AutomationML.
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Rogers-Ostema, Patrick J. "Building and using a model of insurgent behavior to avoid IEDS in an online video game." Thesis, Manhattan, Kan. : Kansas State University, 2010. http://hdl.handle.net/2097/4112.

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6

Jansson, Simon, and Markus Strok. "Virtuellt byggande." Thesis, Linköping University, Department of Science and Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-11915.

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Kostnaderna att bygga blir allt högre, man tror att byggkostnaderna väntas öka med 25 procent inom de närmaste tre åren. Mest stiger byggherrekostnaden och kostnaderna för byggmaterial och inget tyder på att detta kommer mattas av. Därför ligger det på byggföretagen att effektivisera och optimera projekteringen för att sänka kostnaderna. För att sänka produktions- och projekteringskostnaderna vill byggbranschen gå från hanteringen av traditionella 2D-ritningar till intelligenta 3D-modeller, BIM – Byggnads Informations Modell.

BIM är en metod för att lagra komplett information om en byggnad i en datormodell. Modellen integrerar all geometrisk modellinformation, de funktionella kraven och möjligheterna samt uppförandeinformationen i en enda beskrivning av ett byggnadsprojekt sett över dess livscykel.

Vid arbete med ett BIM-projekt använder man en delad projektmodell som alla inblandade parter kan ta del av och jobba med. Med hjälp av denna BIM-baserade arbetsmetod arbetar bland annat byggnadskonstruktörer, vvskonstruktörer, elkonstruktörer och fastighetsförvaltare med samma modell som arkitekten.

En av de största fördelarna med att använda BIM vid projekteringen är enkelheten att ändra objekt och dess egenskaper. Eftersom alla i projekteringen jobbar med samma modell av byggnaden ser respektive projektör ändringen. Det man strävar efter är att alla inblandade parter skall jobba med modellen från en gemensam server, för att kunna optimera projekteringen med avseende på tid, åtkomst av ritningar och förenklad korrespondens.

Syftet med vårt examensarbete är att skaffa fördjupad kunskap om BIM, både teoretiskt och praktiskt. Den praktiska delen bestod i att konstruera en BIM-modell av en byggnad. De tillämpningar vi gjort på modellen är en mängdberäkning som vi utfört i ArchiCAD, och en energiberäkning i tilläggsprogrammet Vipweb.


The costs to build is steadily increasing, one believes that the construction costs will increase with 25 percents within the next three years. The cost that will increase the most is proprietor cost and the costs for construction materials, and nothing indicates that this will weak of. Therefore it lies on the construction companies to become more effective and to optimize the project planning in order to lower their costs. To be able to lower the cost for production and project planning the construction industry have to go from the handling of traditional 2D-drawings to intelligent 3D-models, BIM - Building Information Model.

BIM is a method in order to store complete information about a building in a computer model. The computer model integrates all geometric model information, the functional requirements and possibilities and the behavior information, in only one description of a building project seen over its life cycle.

While working with a BIM-project one uses a divided project model that all involved parties can take part of and work with. With the aid of this BIM-based work method construction engineers, electrical engineers, heating- ventilation- and sanitation engineers and real estate managers are able work with the same model as the architect.

One of the biggest advantages with using BIM at project planning is the simplicity to change items and its properties. Since everyone in the project planning is working with same model of the building they can all see the changes that have been made. What one strives for is that all involved parties will work with the model from a common server, in order to optimize the project planning with the focus on time, accessibility of drawings and simplified correspondence.

The aim with this degree project is to get deepened knowledge about BIM, both theoretical and practical. The practical part consisted in designing a BIM-model of a building. We have used the model to do an amount calculation on the models building parts. This we carried out in ArchiCAD. We also made an energy calculation in the add-on program Vipweb.

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Talele, Suraj Harish. "Comparative Study of Thermal Comfort Models Using Remote-Location Data for Local Sample Campus Building as a Case Study for Scalable Energy Modeling at Urban Level Using Virtual Information Fabric Infrastructure (VIFI)." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404602/.

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The goal of this dissertation is to demonstrate that data from a remotely located building can be utilized for energy modeling of a similar type of building and to demonstrate how to use this remote data without physically moving the data from one server to another using Virtual Information Fabric Infrastructure (VIFI). In order to achieve this goal, firstly an EnergyPlus model was created for Greek Life Center, a campus building located at University of North Texas campus at Denton in Texas, USA. Three thermal comfort models of Fanger model, Pierce two-node model and KSU two-node model were compared in order to find which one of these three models is most accurate to predict occupant thermal comfort. This study shows that Fanger's model is most accurate in predicting thermal comfort. Secondly, an experimental data pertaining to lighting usage and occupancy in a single-occupancy office from Carnegie Mellon University (CMU) has been implemented in order to perform energy analysis of Greek Life Center assuming that occupants in this building's offices behave similarly as occupants in CMU. Thirdly, different data types, data formats and data sources were identified which are required in order to develop a city-scale urban building energy model (CS-UBEM). Two workflows were created, one for an individual scale building energy model and another one for CS-UBEM. A new innovative infrastructure called as Virtual Information Fabric Infrastructure (VIFI) has been introduced in this dissertation. The workflows proposed in this study will demonstrate in the future work that by using VIFI infrastructure to develop building energy models there is a potential of using data for remote servers without actually moving the data. It has been successfully demonstrated in this dissertation that data located at remote location can be used credibly to predict energy consumption of a newly built building. When the remote experimental data of both lighting and occupancy are implemented, 4.57% energy savings was achieved in the Greek Life Center energy model.
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Muminovic, Meliha, and Emira Tandirovic. "Varför används inte BIM?- Vad är det som motverkar implementeringsprocessen?" Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-68451.

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De flesta produktionsbranscher i Sverige har haft en positiv teknisk utveckling med digitaliserade verksamheter, och därmed effektivare processer. Byggbranschen är den bransch som det har tagit mycket längre tid för att implementera digitaliserade arbetssätt och metoder, och beskrivs oftast som en konservativ bransch. Denna utveckling har dock accelererat under senare år, och BIM (Buliding Information Modelling) har blivit allt mer känt inom byggindustrin.Syftet med arbetet var att undersöka hur mycket BIM egentligen används i byggbranschen, och vilka de rådande orsakerna är till varför det inte används hos alla aktörer. Metoden som har tillämpats i studien utgörs av en förstudie i form av en enkät, där olika aktörer har beskrivit hur BIM tillämpas i deras verksamhet samt vilka de verkliga problemen är för utvecklingen av BIM. Utifrån enkätsvar har en djupare studie utförts i form av intervjuer av olika aktörer.Resultatet visar att det snarare är okunskap, användarvänlighet och bristfällig samverkan som motverkar utveckling av BIM-processen. För att komma ifrån det konservativa så behöver dessa faktorer angripas, om effektivare processer ska tillföras branschen.Slutsatsen om varför BIM inte används dras av resultaten ovan. Processen används till en viss del, men inte i den utsträckning som det teoretiskt är avsett. Den sträcker sig inte ut över hela byggprocessen, och är mest utvecklad i projekteringsskedet. Processen tillämpas fram till övergången mellan de olika skedena, och beror på bristfälliga kravställningar och samarbeten mellan aktörer och beställare. En lösning är att öka BIM-kunskapen och utveckla en gemensam plattform för alla aktörer i alla skeden, där kravet på BIM ska vara en självklarhet i projekten. Detta genom en framtagen implementeringsmodell anpassad efter de svar och önskemål som förekommit i studien.
Most production sectors in Sweden have had a positive technical development with digitized operations, and thus more efficient processes. The construction industry is the industry that has taken much longer to implement digitized working methods and methods, and is usually described as a conservative industry. However, this development has accelerated in recent years, and BIM (Buliding Information Modeling) has become increasingly known in the construction industry. The purpose of the work was to investigate how much BIM is actually used in the construction industry, and what the prevailing reasons are why it is not used by all actors. The method used in the study consists of a preliminary study in the form of a survey, where different actors have described how BIM is applied in their operations and what the real problems are for the development of BIM. Based on questionnaire responses, a deeper study has been conducted in the form of interviews by different actors. The result shows that it is rather ignorance, user friendliness and inadequate collaboration that counteract the development of the BIM process. To get rid of the conservative, these factors need to be addressed if more efficient processes are to be supplied to the industry.The conclusion about why BIM is not used is deducted from the results above. The process is used to a certain extent, but not to the extent that it is theoretically intended. It does not extend throughout the entire construction process, and is most developed in the design phase. The process is applied to the transition between the different stages, and is due to insufficient demands and cooperation between actors and developer. One solution is to increase BIM knowledge and develop a common platform for all actors at all stages, where the requirement for BIM should be a matter of course in the projects. This through an implemented implementation-model adapted to the responses and wishes that have been found in the study.
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Jackson, Steven J. "Building the virtual river : numbers, models, and the politics of water in California /." Diss., Connect to a 24 p. preview or request complete full text in PDF formate. Access restricted to UC campuses, 2005. http://wwwlib.umi.com/cr/ucsd/fullcit?p3212684.

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Glander, Tassilo. "Multi-scale representations of virtual 3D city models." Phd thesis, Universität Potsdam, 2012. http://opus.kobv.de/ubp/volltexte/2013/6411/.

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Virtual 3D city and landscape models are the main subject investigated in this thesis. They digitally represent urban space and have many applications in different domains, e.g., simulation, cadastral management, and city planning. Visualization is an elementary component of these applications. Photo-realistic visualization with an increasingly high degree of detail leads to fundamental problems for comprehensible visualization. A large number of highly detailed and textured objects within a virtual 3D city model may create visual noise and overload the users with information. Objects are subject to perspective foreshortening and may be occluded or not displayed in a meaningful way, as they are too small. In this thesis we present abstraction techniques that automatically process virtual 3D city and landscape models to derive abstracted representations. These have a reduced degree of detail, while essential characteristics are preserved. After introducing definitions for model, scale, and multi-scale representations, we discuss the fundamentals of map generalization as well as techniques for 3D generalization. The first presented technique is a cell-based generalization of virtual 3D city models. It creates abstract representations that have a highly reduced level of detail while maintaining essential structures, e.g., the infrastructure network, landmark buildings, and free spaces. The technique automatically partitions the input virtual 3D city model into cells based on the infrastructure network. The single building models contained in each cell are aggregated to abstracted cell blocks. Using weighted infrastructure elements, cell blocks can be computed on different hierarchical levels, storing the hierarchy relation between the cell blocks. Furthermore, we identify initial landmark buildings within a cell by comparing the properties of individual buildings with the aggregated properties of the cell. For each block, the identified landmark building models are subtracted using Boolean operations and integrated in a photo-realistic way. Finally, for the interactive 3D visualization we discuss the creation of the virtual 3D geometry and their appearance styling through colors, labeling, and transparency. We demonstrate the technique with example data sets. Additionally, we discuss applications of generalization lenses and transitions between abstract representations. The second technique is a real-time-rendering technique for geometric enhancement of landmark objects within a virtual 3D city model. Depending on the virtual camera distance, landmark objects are scaled to ensure their visibility within a specific distance interval while deforming their environment. First, in a preprocessing step a landmark hierarchy is computed, this is then used to derive distance intervals for the interactive rendering. At runtime, using the virtual camera distance, a scaling factor is computed and applied to each landmark. The scaling factor is interpolated smoothly at the interval boundaries using cubic Bézier splines. Non-landmark geometry that is near landmark objects is deformed with respect to a limited number of landmarks. We demonstrate the technique by applying it to a highly detailed virtual 3D city model and a generalized 3D city model. In addition we discuss an adaptation of the technique for non-linear projections and mobile devices. The third technique is a real-time rendering technique to create abstract 3D isocontour visualization of virtual 3D terrain models. The virtual 3D terrain model is visualized as a layered or stepped relief. The technique works without preprocessing and, as it is implemented using programmable graphics hardware, can be integrated with minimal changes into common terrain rendering techniques. Consequently, the computation is done in the rendering pipeline for each vertex, primitive, i.e., triangle, and fragment. For each vertex, the height is quantized to the nearest isovalue. For each triangle, the vertex configuration with respect to their isovalues is determined first. Using the configuration, the triangle is then subdivided. The subdivision forms a partial step geometry aligned with the triangle. For each fragment, the surface appearance is determined, e.g., depending on the surface texture, shading, and height-color-mapping. Flexible usage of the technique is demonstrated with applications from focus+context visualization, out-of-core terrain rendering, and information visualization. This thesis presents components for the creation of abstract representations of virtual 3D city and landscape models. Re-using visual language from cartography, the techniques enable users to build on their experience with maps when interpreting these representations. Simultaneously, characteristics of 3D geovirtual environments are taken into account by addressing and discussing, e.g., continuous scale, interaction, and perspective.
Gegenstand der Arbeit sind virtuelle 3D-Stadt- und Landschaftsmodelle, die den städtischen Raum in digitalen Repräsentationen abbilden. Sie werden in vielfältigen Anwendungen und zu unterschiedlichen Zwecken eingesetzt. Dabei ist die Visualisierung ein elementarer Bestandteil dieser Anwendungen. Durch realitätsnahe Darstellung und hohen Detailgrad entstehen jedoch zunehmend fundamentale Probleme für eine verständliche Visualisierung. So führt beispielsweise die hohe Anzahl von detailliert ausmodellierten und texturierten Objekten eines virtuellen 3D-Stadtmodells zu Informationsüberflutung beim Betrachter. In dieser Arbeit werden Abstraktionsverfahren vorgestellt, die diese Probleme behandeln. Ziel der Verfahren ist die automatische Transformation virtueller 3D-Stadt- und Landschaftsmodelle in abstrakte Repräsentationen, die bei reduziertem Detailgrad wichtige Charakteristika erhalten. Nach der Einführung von Grundbegriffen zu Modell, Maßstab und Mehrfachrepräsentationen werden theoretische Grundlagen zur Generalisierung von Karten sowie Verfahren zur 3D-Generalisierung betrachtet. Das erste vorgestellte Verfahren beschreibt die zellbasierte Generalisierung von virtuellen 3DStadtmodellen. Es erzeugt abstrakte Repräsentationen, die drastisch im Detailgrad reduziert sind, erhält dabei jedoch die wichtigsten Strukturen, z.B. das Infrastrukturnetz, Landmarkengebäude und Freiflächen. Dazu wird in einem vollautomatischen Verfahren das Eingabestadtmodell mithilfe des Infrastrukturnetzes in Zellen zerlegt. Pro Zelle wird abstrakte Gebäudegeometrie erzeugt, indem die enthaltenen Einzelgebäude mit ihren Eigenschaften aggregiert werden. Durch Berücksichtigung gewichteter Elemente des Infrastrukturnetzes können Zellblöcke auf verschiedenen Hierarchieebenen berechnet werden. Weiterhin werden Landmarken gesondert berücksichtigt: Anhand statistischer Abweichungen der Eigenschaften der Einzelgebäudes von den aggregierten Eigenschaften der Zelle werden Gebäude gegebenenfalls als initiale Landmarken identifiziert. Schließlich werden die Landmarkengebäude aus den generalisierten Blöcken mit Booleschen Operationen ausgeschnitten und realitätsnah dargestellt. Die Ergebnisse des Verfahrens lassen sich in interaktiver 3D-Darstellung einsetzen. Das Verfahren wird beispielhaft an verschiedenen Datensätzen demonstriert und bezüglich der Erweiterbarkeit diskutiert. Das zweite vorgestellte Verfahren ist ein Echtzeit-Rendering-Verfahren für geometrische Hervorhebung von Landmarken innerhalb eines virtuellen 3D-Stadtmodells: Landmarkenmodelle werden abhängig von der virtuellen Kameradistanz vergrößert, so dass sie innerhalb eines spezifischen Entfernungsintervalls sichtbar bleiben; dabei wird ihre Umgebung deformiert. In einem Vorverarbeitungsschritt wird eine Landmarkenhierarchie bestimmt, aus der die Entfernungsintervalle für die interaktive Darstellung abgeleitet werden. Zur Laufzeit wird anhand der virtuellen Kameraentfernung je Landmarke ein dynamischer Skalierungsfaktor bestimmt, der das Landmarkenmodell auf eine sichtbare Größe skaliert. Dabei wird der Skalierungsfaktor an den Intervallgrenzen durch kubisch interpoliert. Für Nicht-Landmarkengeometrie in der Umgebung wird die Deformation bezüglich einer begrenzten Menge von Landmarken berechnet. Die Eignung des Verfahrens wird beispielhaft anhand verschiedener Datensätze demonstriert und bezüglich der Erweiterbarkeit diskutiert. Das dritte vorgestellte Verfahren ist ein Echtzeit-Rendering-Verfahren, das eine abstrakte 3D-Isokonturen-Darstellung von virtuellen 3D-Geländemodellen erzeugt. Für das Geländemodell wird eine Stufenreliefdarstellung für eine Menge von nutzergewählten Höhenwerten erzeugt. Das Verfahren arbeitet ohne Vorverarbeitung auf Basis programmierbarer Grafikkarten-Hardware. Entsprechend erfolgt die Verarbeitung in der Prozesskette pro Geometrieknoten, pro Dreieck, und pro Bildfragment. Pro Geometrieknoten wird zunächst die Höhe auf den nächstliegenden Isowert quantisiert. Pro Dreieck wird dann die Konfiguration bezüglich der Isowerte der drei Geometrieknoten bestimmt. Anhand der Konfiguration wird eine geometrische Unterteilung vorgenommen, so dass ein Stufenausschnitt entsteht, der dem aktuellen Dreieck entspricht. Pro Bildfragment wird schließlich die finale Erscheinung definiert, z.B. anhand von Oberflächentextur, durch Schattierung und Höheneinfärbung. Die vielfältigen Einsatzmöglichkeiten werden mit verschiedenen Anwendungen demonstriert. Die Arbeit stellt Bausteine für die Erzeugung abstrakter Darstellungen von virtuellen 3D-Stadt und Landschaftsmodellen vor. Durch die Orientierung an kartographischer Bildsprache können die Nutzer auf bestehende Erfahrungen bei der Interpretation zurückgreifen. Dabei werden die charakteristischen Eigenschaften 3D geovirtueller Umgebungen berücksichtigt, indem z.B. kontinuierlicher Maßstab, Interaktion und Perspektive behandelt und diskutiert werden.
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Dąbrowski, Piotr Władysław. "Implementing augmented reality for visualisation of virtual buildings using Android." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5694.

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The mobile phone devices are still developing and they are gaining more functionality and are able to deal with more advanced tasks. One of the technologies timidly trying to approach the mobile phone market is the augmented reality, which does no longer require external equipment to be formed in a programming application. There is a limited number of sources trying to describe the accuracy of augmented reality applications implemented on mobile devices. Within this study an application of augmented reality visualising virtual models of buildings was implemented on a mobile phone device in order to evaluate the rate of the device explication. Several tests were conducted to evaluate the application total accuracy. The implemented application was visualising virtual models of the real existing buildings displaying them in the same place the original buildings were. The final position was calculated by the application and the discrepancy of the view between the model and the real building was measured. The results were gathered revealing the application’s real accuracy. For the purposes of this study the functional application of augmented reality has been created. The application was implemented on the mobile phone. The results of the application formed the tables with final measurements of accuracy. Also several photographs were taken from the areas of the real existing buildings. Transferring the functionality of augmented reality from the external devices to mobile phones is possible with some harm to the application accuracy. Visualising building models is one of the possible extensions of the mobile phone market. The improvements in Global Positioning System would significantly improve the application´s general accuracy.
The augmented reality represents one of the most current approach in implementing the artificial reality. Primarily required large extensive head-mounted-displays now follows the trend of minimising the necessary equipment. The study shows how is it done that a single mobile phone can be used as a device creating a new reality and also answers what calculations are required by such a system setting the augmented environment. Also a problem of mobile phone’s augmented reality systems accuracy is developed in reference to the commonly proclaimed 2-metres inaccuracy of the GPS device.
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12

Amini, Reza. "Learning Data-Driven Models of Non-Verbal Behaviors for Building Rapport Using an Intelligent Virtual Agent." FIU Digital Commons, 2015. http://digitalcommons.fiu.edu/etd/1765.

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There is a growing societal need to address the increasing prevalence of behavioral health issues, such as obesity, alcohol or drug use, and general lack of treatment adherence for a variety of health problems. The statistics, worldwide and in the USA, are daunting. Excessive alcohol use is the third leading preventable cause of death in the United States (with 79,000 deaths annually), and is responsible for a wide range of health and social problems. On the positive side though, these behavioral health issues (and associated possible diseases) can often be prevented with relatively simple lifestyle changes, such as losing weight with a diet and/or physical exercise, or learning how to reduce alcohol consumption. Medicine has therefore started to move toward finding ways of preventively promoting wellness, rather than solely treating already established illness. Evidence-based patient-centered Brief Motivational Interviewing (BMI) interven- tions have been found particularly effective in helping people find intrinsic motivation to change problem behaviors after short counseling sessions, and to maintain healthy lifestyles over the long-term. Lack of locally available personnel well-trained in BMI, however, often limits access to successful interventions for people in need. To fill this accessibility gap, Computer-Based Interventions (CBIs) have started to emerge. Success of the CBIs, however, critically relies on insuring engagement and retention of CBI users so that they remain motivated to use these systems and come back to use them over the long term as necessary. Because of their text-only interfaces, current CBIs can therefore only express limited empathy and rapport, which are the most important factors of health interventions. Fortunately, in the last decade, computer science research has progressed in the design of simulated human characters with anthropomorphic communicative abilities. Virtual characters interact using humans’ innate communication modalities, such as facial expressions, body language, speech, and natural language understanding. By advancing research in Artificial Intelligence (AI), we can improve the ability of artificial agents to help us solve CBI problems. To facilitate successful communication and social interaction between artificial agents and human partners, it is essential that aspects of human social behavior, especially empathy and rapport, be considered when designing human-computer interfaces. Hence, the goal of the present dissertation is to provide a computational model of rapport to enhance an artificial agent’s social behavior, and to provide an experimental tool for the psychological theories shaping the model. Parts of this thesis were already published in [LYL+12, AYL12, AL13, ALYR13, LAYR13, YALR13, ALY14].
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13

Sandström, Maria, and Matilda Elm. "Virtal Design and Construction : Hinder och drivkrafter i produktion." Thesis, Tekniska Högskolan, Högskolan i Jönköping, JTH, Byggnadsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-41151.

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Purpose: Low productivity, poor quality and rising costs are some of the problems within the building industry. These problems can be attributed to the complexity of the building industry, low digitisation and outdated ways to manage building projects. Virtual Design and Construction (VDC) is a way of working which can reduce these problems and lead to improvements and higher efficiency.  VDC is used by several actors in the building industry, mainly during the design process but not so much during construction even though it would render an even bigger effect if used then as well. The aim of this study is therefore to investigate difficulties and incentives regarding implementation of VDC in construction. Method: This qualitative study is based on a literature study and a case study which provides good validity and reliability. The case study includes observations and interviews with personnel at two different building projects as well as a design process manager. Findings: Difficulties found in this study are the building industry´s high level of institutionalization, lack of information concerning the meaning of VDC and poor communication of the educations, guidelines and management documents that exists regarding the use of VDC. Further difficulties are the low level of VDC knowledge within the construction teams and compatibility issues and costs that may arise when introducing new technology. Among the incentives found are the way VDC contributes to a greater product through more thought-through solutions, increased understanding and increased involvement of all concerned. Using VDC leads to clearer communication, easier management and a better overview of projects and safer workplaces as risks are more easily detected. Another important incentive found is the positive attitude among the construction team members towards the use of VDC. Implications: The result of the study provides a basis for successful implementation of VDC in production. To overcome the difficulties noted, clear communication about what VDC is and how it is used is recommended, as well as designing management documents and developing and communicating VDC education to construction team members. It is also important to involve the staff in changes of work procedures, take notice of their opinions and to take advantage of their experience. Limitations: The result ought to be applicable to companies where VDC is used in the design process and that has similar ambitions as the company this study was carried out in cooperation with. Keywords: Virtual Design and Construction, building virtually, 3D-models, construction management, change in work-processes.
Syfte: Byggbranschen har problem med bland annat låg produktivitet, bristande kvalitet och stigande byggkostnader. Många av dessa problem kan härledas till branschens komplexitet, låga digitalisering och omoderna sätt att styra projekten.  Virtual Design and Construction (VDC) är ett arbetssätt som kan minska dessa problem och leda till förbättringar och effektiviseringar. VDC används av flertalet aktörer i branschen men då till största delen under projekteringsfasen av ett projekt trots att det skulle ge ännu större effekt om det även användes under produktionen. Målet med detta arbete är därför att undersöka hinder och drivkrafter gällande införande av VDC i produktionen. Metod: Arbetet är en kvalitativ studie och bygger på en litteraturstudie och en fallstudie vilket ger god validitet och reliabilitet. Under fallstudien har observationer gjorts och semistrukturerade intervjuer har genomförts med personal från två olika projekt samt med en projekteringsledare. Resultat: Arbetet visar på hinder som byggbranschens höga grad av institutionalisering, bristande information om innebörden av VDC samt bristande kommunikation om de utbildningar, riktlinjer och styrdokument som finns kring VDC-användning i projekt. Andra hinder är den bristande kunskapen hos produktionspersonalen och de kompabilitetsproblem och kostnader som kan uppstå vid införandet av ny teknik. Drivkrafter som arbetet belyser är bland annat att VDC bidrar till en bättre slutprodukt genom mer genomtänkta lösningar, ökad förståelse och ökat engagemang av samtliga berörda. Att använda VDC leder till bättre och tydligare kommunikation, enklare styrning och bättre översikt av projekten och säkrare arbetsplatser då risker lättare upptäcks. En annan viktig drivkraft är de anställdas positiva attityd till VDC. Konsekvenser: Arbetets resultat ger förutsättningar för en lyckad implementering av VDC i produktionen. För att övervinna de hinder som uppmärksammats rekommenderas en tydlig kommunikation om vad VDC är och hur det ska användas, att styrdokument utformas och att VDC-utbildningar till produktionspersonalen vidareutvecklas och förmedlas. Det är även viktigt att involvera personalen i förändringsarbetet, ta hänsyn till deras åsikter och dra nytta av deras erfarenhet. Begränsningar: Resultatet bör vara tillämpbart på företag där VDC används i projekteringen och har liknande ambition som företaget arbetet utförts i samarbete med. Nyckelord: Virtual Design and Construction, virtuellt byggande, 3D-modeller, produktionsplanering, förändringsarbete.
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14

Mendes, Nilton Paulo Raimundo. "Modelo virtual exploratório: proposta de uma ferramenta de vendas para o mercado imobiliário residencial." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/3/3146/tde-19112012-094310/.

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Analisando-se os ambientes comerciais do setor imobiliário, pode-se verificar a presença frequente de maquetes que hoje fazem parte dos estandes de vendas dos edifícios. As maquetes são peças frágeis, de custo elevado, considerável prazo de execução e têm pequena vida útil, sendo usualmente descartadas no desmonte do estande de vendas. Nos estandes de vendas pode-se encontrar também o apartamento modelo decorado, com custos ainda mais elevados. É nesse ambiente que o MVE (Modelo Virtual Exploratório) se torna importante para os setores da construção e imobiliário, cujos mercados são cada vez mais competitivos, onde há a real necessidade da diminuição dos custos, da diminuição dos prazos de execução e do aumento da qualidade dos produtos. Por se tratar de um importante tema de pesquisa científica, este trabalho propôs o desenvolvimento do MVE para venda imobiliária residencial. O MVE foi modelado com um programa CAD (Computer-Aided Design) / BIM (Building Information Modeling) que se mostrou adequado às exigências levantadas na pesquisa. Avaliou-se o MVE através de estudos de caso em empreendimentos imobiliários reais, com corretores e clientes. Os resultados obtidos mostraram que o MVE pode ser desenvolvido com custo e prazo muito inferiores aos da maquete ou apartamento modelo e que tem grande aceitação tanto pelos profissionais de vendas quanto pelos clientes de empreendimentos imobiliários.
Examining the business environment of the real estate sector, it can be verified the large number of architectural mockups that today are part of real estate points-of-sale. Mockups are fragile, expensive, take considerable time to be made and have a short life span, as they are discarded when the sales booth is decommissioned. In the sales booths, it is also possible to find full size furnished mock-up flats, with even higher costs. In this environment, the MVE (Exploratory Virtual Model) becomes important for the construction and real estate industries, whose markets are increasingly competitive, where there is a real need to reduce costs, to decrease in execution times and to increase product quality. As it is an important topic of scientific research, this paper proposes the MVE development for selling residential real estate property. The MVE was modeled with a CAD (Computer-Aided Design) / BIM (Building Information Modeling) tool which proved adequate to meet requirements raised in the survey. The MVE was evaluated through case studies in real estate ventures with brokers and customers. Results show that MVE can be developed with much lower cost and in shorter time than the architectural mockup or the mock-up flat and that it has very well accepted both by real estate sales professionals and clients.
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15

Lyckeborn, Sofia, and Esra Raof. "Implementering av VDC i produktionen." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-74944.

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Byggsektorn har brottats med flertal problem såsom låg produktivitet, kvalitetsbrister och höga byggkostnader. På senare tid har företag börjat satsat på nya arbetssätt som med hjälp av tekniken gör det möjligt att minska dessa problem. Ett arbetssätt som ska minska dessa problem är VDC, Virtual Design and Construction. Syftet med denna studie är att undersöka ifall VDC gynnar produktionen samt vilka hinder man kan stöta på inom VDC. Undersökningen kommer utföras med hjälp av litteraturstudier och via intervjuer med personer av relevant utbildning eller som är arbetsförande på marknaden. För att undvika fall av fel information kommer undersökningen att kompletteras med litteraturstudier av böcker, artiklar, rapporter samt företagssidor. VDC är ett arbetssätt som bland annat går ut på att alla parter arbetar ständigt med varandra under byggprocessen. VDC i produktionen förbättrar bland annat kommunikationen, slutprodukten och arbetsplatsen i form av bättre kvalite och arbetsmiljö. Hinder som kan förekomma i produktionen är att den äldre generationen inte är redo för en sådan avancerad teknik. Med en kortare utbildning och uppmuntran så bör alla yrkesarbetare kunna hantera en 3D-modell. Undersökningar visar att impementering av VDC i produktionen skulle ge positiva framgångar. Yrkesarbetarna skulle bli mer delaktiga och få en större förståelse för projektet, vilket ger bland annat en förbättrad slutprodukt.
The construction sector has struggled with some problems such as low productivity, lack of quality and high construction costs. Recently, companies have started investing in new ways of working, that with the help of the technology and make it possible to reduce these problems. One way to reduce these problems is through VDC, Virtual Design and Construction. The purpose of this study is to investigate whether VDC support production in a positive way and what type of blocks you can bump into using VDC. Literature studies and interview studies will be conducted with experts in order to answer the purpose of this study. This report is limited to production. In order for the information not to be incorrect, we have chosen to do literature studies on books, articles, reports and company pages. VDC is a working method where all the parties work continuosly with each other during the process. VDC in production improves communication, workplace, end product and more. Obstacles that may occur in production are that the older generation is not ready for such advanced technology. With a shorter education and encouragement, all workers should be able to handle a 3D model. Studies show that VDC impregnation in production would produce positive results. The skilled workers would be more involved and gain a greater understanding of the project, which among other things provides an improved end product.
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16

Yang, Jin Rong. "The Application of Fuzzy Logic and Virtual Reality in the Study of Ancient Methods and Materials Used for the Construction of the Great Wall of China in Jinshanling." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu152410262072719.

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17

Nseir, Hussam. "Immersive Representation of Building Information Model." Thesis, 2011. http://hdl.handle.net/1969.1/ETD-TAMU-2011-05-9074.

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Building Information Modeling (BIM) is an emerging technology that utilizes 3D graphical representations to improve communication, collaboration, and data exchange. Immersive Visualization Environment (IVE) is another promising technology that enhances the 3D graphical representation to achieve a higher level of a sense of presence. The connection between the BIM technology that utilizes the 3D graphical representation and the IVE technology that enhances the 3D graphical representation has led many professionals to visualize BIM in immersive environments. This study is an attempt to overcome a systematic issue presented by available immersive visualization systems. The problem is that in order to visualize an information-rich BIM model from a commercial BIM application in an immersive visualization environment, the BIM model needs to pass through a tough conversion process and loss a large amount of its information. This research study utilizes the Application Programming Interface (API) of a commercially available BIM application to develop an immersive visualization environment. This approach was applied on Autodesk Navisworks software by developing a software program that utilizes Navisworks' API to control Navisworks' camera angle and generate an immersive visualization environment. A prototype of the approach was built in the Department of Construction Science at Texas A & M University and named BIM CAVE Prototype. The overall goal of this research was to prove that it is possible to transform a commercial BIM application into an immersive visualization system. A phenomenological study was utilized by interviewing subject matter experts from the construction industry. The intent of this effort was to explore and develop a phenomenological understanding of how research participants perceived the BIM CAVE system. The results show that the BIM CAVE can be considered an immersive visualization environment because it contains a majority of the immersive visualization environment features. However, a variety of technical limitations must be overcome before it can be called a fully immersive and functional visualization environment. Moreover, even though this investigation was to some extent successful, this research approach needs to be tested on other commercially available BIM applications before generalizations are made.
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18

Monfet, Danielle. "Development and calibration of a virtual model of a university building." Thesis, 2006. http://spectrum.library.concordia.ca/9182/1/Monfet_D_2006.pdf.

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Several simulation tools are available to evaluate the energy performance of buildings. EnergyPlus, a state-of-the-art building energy analysis program that features the best capabilities of DOE and BLAST programs, was first released in 2001. Several researchers have compared and evaluated particular features of the program in specific context. However, only a limited amount of information, related to the simulation of large buildings, has been published so far. This thesis presents the development of a virtual model of an academic building using the EnergyPlus program. The Concordia Sciences building, located in Montréal, has a total floor area of 32,000 m 2 . The building consists mainly of research and academic labs. The size and the complexity of the heating, ventilation and air conditioning (HVAC) and heat recovery systems make the modeling process a challenge and an excellent way to evaluate the capabilities and features of EnergyPlus. This thesis presents the approach taken to develop the computer model, the analysis of measured data, the approach taken to calibrate the model, the results of calibration as well as comments about problems encountered throughout the process. Information about the as-built and as operated thermal performance of the Sciences building is obtained from the Monitoring and Data Acquisition System through the collaboration of the Physical Plant of Concordia University. The model is calibrated over the spring season, from March 20 th to June 20 th . The comparison is performed between measured and simulated supply airflow rates and supply and return set point temperatures. A sensitivity analysis of the computer model is presented to assess the impact of some selected parameters on the calibrated model. The annual demand and consumption are also evaluated using the calibrated model
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Yang, Chun-Huan, and 楊鈞桓. "Building a Cooperative Virtual Environment – The Behavior Model of Attacker in a Cooperative Team." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/20603482587237744892.

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碩士
淡江大學
資訊工程學系碩士班
93
In the recent past, the research and development of virtual environment are continuously, and application is widely. In the future, it will be a trend that simulating, experimentation, working, and communication among human beings in the virtual environment. There are several types of landform and object in the environment. For example, obstacle and item, etc. Avatars are pay attention to the situation in a cooperative and rival interactive virtual environment. Keeping alive is the most important thing for avatars in this environment. An avatar makes decision in real-time depends on the information searching and collecting. An avatar cooperatives with its teammates. When an avatar receive a command of the leader of a team, it executes commands in different method with the different command. This thesis proposes a method, how an avatar which plays a role of an attacker finishes the mission that received by the leader of the team with safe and efficient way.
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Yang, Li-Hao, and 楊勵皓. "Building a Cooperative Virtual Environment -The Behavior Model of Decision Maker in a Cooperative Team." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/22176424239672107861.

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碩士
淡江大學
資訊工程學系碩士班
93
With the goal as “moving to specified location”, we focus on building the behavior model of Decision Maker in a cooperative team. The Decision Maker in a cooperative team should evaluate the whole environment properly, and design policies for the team to accomplish the goal. We propose a hybrid method of Potential Field Methods (PFM) and Virtual Force Field Methods (VFF) here for environment evaluation and path planning. With the adjustment in parameters of evaluation, we can personalize the Decision Maker and make it close to its original user. In the future we shall analyze the behavior models of original users by their evaluation data based on this method, and try to apply this method to Bayesian Network mechanism for more advanced characteristics personalizing.
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Huang, Chien-Chih, and 黃建智. "Trust Building, Self-efficacy and IS Success Model in Knowledge Sharing: An Integrated Success Model of Professional Virtual Communities." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/31579639206221674115.

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碩士
國立高雄第一科技大學
資訊管理所
93
Evaluation of the success of professional virtual communities (VCs) has been the focus of many organizations. However, there are still few empirical studies conducted to examine online knowledge sharing behavior that has been thought as the most important element for VC success. In this study, we integrated two schools of thoughts (trust theories and self-efficacy expectations) with IS success model in order to propose a successful model of professional VCs from both the environmental influences and personal cognitive factors. Eleven research hypotheses derived from this integrated model are evaluated by structural equation modeling using a field survey of 274 complete questionnaires collected from nine types of VCs. The results indicated that knowledge sharing behavior is influenced by intention to share knowledge, knowledge sharing self-efficacy, and affective-based trust.
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22

Lima, Duarte Miguel André. "Campus virtual da FCUL: modelação de um edifício inteligente." Master's thesis, 2016. http://hdl.handle.net/10451/25989.

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Trabalho de projecto de mestrado, Engenharia Geográfica, Universidade de Lisboa, Faculdade de Ciências, 2016
O presente projeto tem como principal objetivo a criação de um modelo virtual tridimensional (3𝐷) do Campus da Faculdade de Ciências da Universidade de Lisboa com a finalidade de consultar informação sobre algumas das unidades de serviços existentes e sobre a localização de funcionários da Faculdade. A construção do modelo em causa contempla o interior e o exterior do Campus. No âmbito deste projeto, a modelação do interior, com algumas das suas infraestruturas, foi, a título de exemplo, efetuada para um dos edifícios, o Edifício 𝐶8, sendo que as infraestruturas modeladas apenas dizem respeito a este mesmo edifício. Os elementos exteriores modelados correspondem aos estacionamentos e arruamentos, espaços verdes e passeios, bem como todos os edifícios que constituem o Campus. Os dados usados para a modelação do interior do edifício 𝐶8 correspondem às plantas dos seis pisos, aos elementos de proteção contra incêndios, às condutas de 𝐴𝑉𝐴𝐶 e à canalização de abastecimento de água. A modelação dos elementos do exterior foi efetuada a partir de dados obtidos por restituição fotogramétrica, em formato de polígono, os quais foram transformados para o formato multipatch de modo a poderem ser devidamente modelados no software usado. Para a modelação do terreno usaram-se dados obtidos por 𝐿𝑖𝐷𝐴𝑅 aéreo, os quais foram processados para a obtenção de um modelo digital de terreno com uma resolução espacial de 1𝑚. No caso particular do edifício 𝐶8, as plantas dos pisos em formato 𝐶𝐴𝐷, foram georreferenciadas ao footprint do edifício (proveniente do modelo 3𝐷 do mesmo gerado a partir de ferramentas 𝑆𝐼𝐺) e editadas para que pudessem conter informação sobre cada espaço existente em cada piso. Já corrigidos e editados, cada piso foi modelado em 3𝐷, tendo em conta a cota da base de cada um. As infraestruturas foram também georreferenciadas, numa primeira fase, às plantas finais e só depois foram editadas para poderem conter também informação sobre os objetos que as constituem. Finalizado este passo, os mesmos foram modelados em 3𝐷. Para que os dados das infraestruturas e das plantas dos pisos pudessem conter informação não gráfica associada, foi necessário criar uma base de dados geográficos devidamente estruturada com vista a possibilitar a consulta e exploração do modelo virtual. Todo o processo de modelação do Campus, bem como da criação da base de dados, foi desenvolvido em ambiente 𝑆𝐼𝐺. O Campus Virtual da 𝐹𝐶𝑈𝐿 foi exportado para a plataforma CityEngine Web Viewer (𝐸𝑆𝑅𝐼), com o objetivo de qualquer utilizador poder visualizar e consultar o modelo criado. A informação está organizada de modo a que nesta plataforma se possa visualizar o modelo por camadas de informação, estando as mesmas agrupadas por temas, e ainda realizar pesquisas sobre os dados. Estas últimas podem ser efetuadas sobre os espaços de cada piso, ou sobre as infraestruturas neles existentes. Opcionalmente, pode-se simplesmente selecionar interativamente um qualquer objeto modelado e visualizar toda a informação a ela associada.
The primary objective of the project here developed is the creation of a Virtual Campus of the University of Lisbon Science’s Campus with the purpose of representing the Campus in 3D. With this 3-dimensional vision I intended to show all of the components and services of the buildings (both out and in-side) and the respective information as well as the existing infrastructures. This representation of the Campus allows the users to access information of desired college units, professors and existing infrastructures. Within the scope and time of this project the interior of the building is presented for the C8 Building alone, while the outside consists of 3D-models for all the Campus buildings. Consequently, the representation of the infrastructures consists of the C8 Building alone – since it is the only building modeled inside. The outside data consists of all the parking lots and roads, green spaces and sidewalks as well as the 3D models of all buildings that represent the Science Campus. On the other hand, the inside data consists of the drawings of each floor as well as the existing infrastructures, which in this case correspond to the fire protection elements, the HAVC conducts and water pipes. The data was obtained via different sources like photogrammetric restitution or drawings rasterization. In the case of the outside components, they were obtained by photogrammetric restitution in polygone shape. These data were transformed to multipatch shape through the TIN that was obtained though the Terrain Digital Model. The drawings of each floor, in CAD format, were georeferenced to the buildings footprint and edited to contain all the respective information. Hence, this data was transformed in 3D-data based in the elevation of each one. The first step of the infrastructures process was similar to the buildings drawings above mentioned: each infrastructure was georeferenced to the correspondent floor and then was edited to contain all the information necessary. The final step of this process was the conversion to 3D data based on the elevation of the infrastructure. In order for the data to contain information, a database that allows the introduction of information was designed. This database can be viewed and consulted in the final phase. This process was done by using the geographic information system environment. The FCUL’s Virtual Campus was exported to CityEngine Web Viewer with the objective of being consulted by the users. This platform allows the user to access information about any space of the building as well as any infrastructure represented. The Virtual Campus’s Web Scene was built with layers that allows the user to access the required information alone.
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23

Iglesias, Daniel Gastón. "Design and implementation of 3D buildings integration for a Webgl-Based Virtual Globe: a case study of Valencian Cadastre and Fide Building Mode." Master's thesis, 2012. http://hdl.handle.net/10362/8327.

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Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.
Since nowadays Web applications are increasingly providing plenty of creative and interesting services relying on new standards and more powerful computers, it becomes important to create similar applications, to process and visualize geographic data taking advantage of such groundings. In this context, it results interesting to develop new Web-based geo-processing based on a 3D data representation, exploiting the recent WebGL graphic specification from a client-side point of view. This research explains the novel way in which whole Valencian cadastre was analyzed, processed and finally represented into a WebGL-based virtual globe. These improvements provide end-users firstly, an optimization of computer graphics performance, by natively accessing to graphics instructions; and secondly a functional data management and representation for the present and forthcoming geo-processing Web-based platform.
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24

Wang, Shen-min, and 王聖閔. "Study on Building a Virtual Reality Model for Observing the Movements of the Moon and the Sun for Elementary Schools and Junior High Schools." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/08403921329381993205.

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碩士
國立臺南大學
數位學習科技學系
95
This study is intended to utilize the 3D virtual reality technologies to build a virtual reality model suitable for the moon and sun observing courses of elementary schools and junior high schools that is suitable for operation by computer in class or at home for the observation of movements of the moon and the sun. In astronomical observation courses of nature and life science in elementary schools and junior high schools, the relative positions of the sun, the moon and the earth is quite abstract and hard to understand, though the textbooks or multi-media discs provided along with the textbooks provide some pictures or multi-media animation models, they can only show it in 2D simulation instead of real 3D methods, nor can they provide simulation of the relative movements of celestial bodies continuously, however, daily experimental records for the observation of the phase of the moon and the location of the sun etc. required in the courses often fail due to factors including weather or time etc.. This study is to explorer how can we utilize 3D virtual reality technologies and the actual relative movement parameters of the sun, the moon and the earth to make the virtual reality model suitable for the observation of the relative movement locations of the sun, the moon and the earth as well as the changes of phases of the moon and the location and track of the sun and to provide a simulation of the changes of the elevation of the sun and the length of daytime and night time in four seasons as well as other circumstances hard to be presented in ordinary teaching flows. With this model, we select the fourth grade students of a elementary school as the objects for the teaching of “Capricious Moon Lady” so as to probe into the achievements of the virtual reality model for the observation of the moon and the sun in the study of nature science. The results show that the “Model for the Observation of the Moon and the Sun” is helpful for improving the study of nature science by elementary students. Besides, about more than 2/3 students like this system and are ready to promote it to others.
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25

Terentjevs, Vitalijs. "Risk analysis and communication for buildings using virtual reality." Thesis, 2020. http://hdl.handle.net/1828/12099.

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Traditionally risk management is associated with identification, evaluation and prioritization of risks. Nonetheless, communication of the risks to the parties involved is of the utmost importance. By providing more complete and easy to perceive information regarding potential hazard impacts and economic losses, risk analysis output increases risk awareness and helps make risk-informed decisions. At present, in the field of civil engineering three-dimensional (3D) models are almost exclusively used for the design of structures. The presence of 3D and Virtual Reality (VR) technologies in risk analysis is extremely scarce. At the same time, there are potential advantages these technologies can provide to risk analysis and communication: the virtual 3D environment can emulate physical space and relationships between elements of the system, time-dependent simulations of hazard propagation, and awareness of physical dimensions of elements and their interconnection can be integrated. This work is concerned with the way to communicate risks associated with building systems to decision-makers by visualizing them on a 3D model of construction and through simulation in a VR environment. For this purpose, the Almonte Power Plant in Mississippi Mills, Ontario, is analyzed as a case study. It is a small scale hydropower plant that is at risk of flooding, being located close to the Mississippi River. The last large scale flood in this region occurred in April 2019. The novel methodology is applied to the aforementioned case study and further experiments are performed to test the sensitivity of the model to various parameters. The parameters of interest are flow rate and the degree of dependency between elements. Risk scores are obtained and evaluated as a function of flow rates and duration from the onset of flooding. The change in the degree of dependency between various elements of the electrical system allows an illustration of the importance of expert judgement of those dependencies.
Graduate
2021-05-20
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26

Silva, João Pedro Mendonça de Assunção da. "Automatic and intelligent integration of manufacture standardized specifications to support product life cycle - an ontology based methodology." Doctoral thesis, 2009. http://hdl.handle.net/1822/10154.

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Tese de doutoramento em Tecnologias da Produção
In the last decades, the globalization introduced significant changes in the product’s lifecycle. A worldwide market advantageously offered a vast range of Products, both in terms of variety and quality. In consequence, markets progressively demand highly customized products with short life cycle. Computational resources provided an important contribute to maintain Manufacture competitiveness and a rapid adaptation to paradigm change from mass production to mass customization as well. In this environment, Enterprise and Product modeling were the best response to new requirements like flexibility, agility and intense dynamic behavior. Enterprise Modeling enabled production convergence to an integrated virtual process. Several enterprises clearly assumed new formats like Extended Enterprises or Virtual/Agile Enterprises to guarantee product and resources coordination and management within the organization and with volatile external partners. By the other hand, Product modeling suffered an evolution, with traditional human based resources (like technical drawings) migrating to more skilful computational product models (like CAD or CAE models). Product modeling, together with an advanced information structure, has been recognized by academic and industrial communities as the best way to integrate and co-ordinate in early Design stages the various aspects of product’s lifecycle. An early and accurate product specifications settlement is the direct consequence of the product models enrichment with additional features. Therefore, Manufacture specifications – for longtime included in technical drawings or text based notes – need to re-adapt to such reality, namely due to missing integration automation and computational support. Recent enhancements in standard product models (like ISO 10303 STEP product data models) made a significant contribution towards product knowledge capture and information integration skills. Nevertheless, computational integration issues arise because multiple terminologies are in use along Product Life Cycle, namely due to different team backgrounds. Besides, the advent of internet claimed semantic capabilities in standard product models to a better integration with Enterprise agents. Ontologies facilitate the computational understanding, communication and seamless interoperability between people and organizations. They allow key concepts and terms relevant in a given domain to be identified and defined in an open and unambiguous computational way. Therefore, ontologies facilitate the use and exchange of data, information, and knowledge among inter-disciplinary teams and heterogeneous systems, towards intelligent systems integration. This work proposed a methodology to support the development of a harmonized reference ontology for a group of enterprises sharing a business domain. This methodology is based on the concept of Mediator Ontology (MO), which assists the semantic transformations between each enterprise’s ontology and the referential one. The methodology makes possible each organization to keep its own terminology, glossary and ontological structures, providing seamless communication and interaction with the others. The methodology foment the re-use of data and knowledge incorporated in the standard product models, as an effective support of collaborative engineering teams in the process of product manufacturability evaluation, anticipating validity of manufacture specifications.
Nas últimas décadas, o advento da globalização introduziu mudanças significativas no ciclo de vida dos produtos. Um mercado mundial passou a oferecer vantajosamente uma gama alargada de Produtos, tanto em termos de variedade como de qualidade. Como consequência, os mercados passaram a exigir progressivamente produtos muito personalizados e com um ciclo de vida mais curto. O recurso a meios computacionais constitui um contributo importante para manter a competitividade da Manufactura e uma adaptação rápida à mudança de paradigma da Produção em massa para a personalização em massa. Neste ambiente, com muitas novas exigências tais como a flexibilidade, a agilidade e o comportamento extremamente dinâmico, a modelação das Empresas e do Produto foram a melhor solução encontrada para os meios produtivos. A Modelação de Empresas permitiu a convergência da produção para um processo virtual integrado. Várias empresas assumiram claramente novos formatos como Empresas Estendidas ou Empresas Virtuais/Ágeis de modo a garantir coordenação e gestão do produto e de recursos, quer dentro da organização e quer com parceiros externos voláteis e/ou pontuais. Por outro lado, a modelação de Produto sofreu uma evolução, assistindo-se à migração dos recursos tradicionais de natureza humana (como desenhos técnicos) para recurso a modelos de produtos auxiliados por computador (como CAD ou modelos CAE). A modelação de Produto, juntamente com uma estrutura de informação avançada, tem sido reconhecida pelas comunidades académicas e industriais, como a melhor forma de integrar e coordenar, na fase inicial de Design/Projecto, os multifacetados aspectos do ciclo de vida do produto. Todas estas contribuições permitiram a estipulação de especificações dos produtos com mais antecedência e com melhor precisão. No entanto, ficaria ainda a faltar uma adaptação das especificações de Fabrico - incluídas desde sempre em desenhos técnicos ou em notas baseadas em texto – a essa nova realidade, nomeadamente pela falta de automação, de integração e de possibilidade de suporte computacional adequado. As melhorias recentes em modelos de produto normalizados (como é exemplo o modelo de dados de produto STEP – ISO 10303) deram um contributo significativo para a inclusão de conhecimento e mecanismos de integração de informação adicional acerca do produto. Contudo, subsistiram alguns problemas de integração computacional porque várias terminologias são usadas ao longo do Ciclo de Vida do Produto, tendo em conta as diferentes vocações das equipas de Projecto e Fabrico. Por outro lado, a crescente utilização de Internet começou a necessitar de modelos de produtos com capacidades semânticas, para uma completa e profícua integração com os agentes de Modelos de Empresas Virtuais. As ontologias facilitam o entendimento computacional entre aplicações, e como tal a melhoria da comunicação e interoperabilidade entre pessoas e organizações. As ontologias visaram que conceitos chave e termos relevantes de um determinado domínio fossem identificados e definidos de um modo computacional explicito, normalizado e inequívoco. Assim, as ontologias facilitam o uso e intercâmbio de dados, informação e conhecimento entre equipas interdisciplinares e sistemas heterogéneos, catalizando a integração de sistemas inteligentes. Este trabalho propõe uma metodologia de apoio ao desenvolvimento de uma ontologia de referência, harmonizada para um grupo de empresas que partilhem um domínio de negócios. Esta metodologia é baseada no conceito de Ontologia Mediadora, que possibilita as transformações semânticas entre a ontologia preexistente de cada empresa e a de referência. A metodologia possibilita que cada organização mantenha a sua própria terminologia, glossário e estruturas ontológicas, proporcionando uma comunicação e interacção directa com os outros. Esta metodologia contribui para a reutilização de dados e conhecimentos incorporados nos modelos de produto normalizados, como um apoio efectivo às equipas de engenharia no processo de avaliação da fasebilidade do produto, nomeadamente pela averiguação automática da validade das especificações de fabrico.
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