Дисертації з теми "2D vs"

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1

Gubler, Maritzabel Ludlow John B. "Precision of cephalometric landmark identification 3D vs 2D." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2008. http://dc.lib.unc.edu/u?/etd,1890.

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Thesis (M.S.)--University of North Carolina at Chapel Hill, 2008.
Title from electronic title page (viewed Dec. 11, 2008). "... in partial fulfillment of the requirements for the degree of Master of Science in the Department of Oral and Maxillofacial Radiology." Discipline: Oral and Maxillofacial Radiology; Department/School: Dentistry.
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2

Fjellstedt, Sara. "Formspråk vs karaktärsbeskrivning : När text och visuell form krockar." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12838.

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Detta arbete undersöker hur form påverkar människors perception av en monsterkaraktär som introducerats med textbeskrivning och bild. För att undersöka detta skapades två baskaraktärer i bild och textbeskrivning. Den ena baskaraktären beskrivs som ofarlig, lugn och vänlig den andre som farlig, aggressiv och hotfull. Utifrån dessa två baskaraktärer skapades åtta nya varianter, två med mjukare former och två med kantigare former.Den teoretiska grunden för arbetet innefattar beprövade metoder inom karaktärsdesign samt teorier kring formlära och kategorisering, t ex, ”pattern-matching” vilket syftar på att människor från födseln kopplar vissa former som runt och slätt som säkra medan taggigt och vasst kopplas till fara.Dessa bilder som skapats används sedan i kvalitativa semistrukturerade intervjuer där informanterna ska placera dem på rad från mest säker att närma sig som en karaktär i ett rollspel till mest farlig. Därefter kommer frågor som går in på varför de placerat bilderna i den ordningen.
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3

Oh, Se Jong. "Learning to segment texture in 2D vs. 3D : A comparative study." Thesis, Texas A&M University, 2004. http://hdl.handle.net/1969.1/1227.

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Texture boundary detection (or segmentation) is an important capability of the human visual system. Usually, texture segmentation is viewed as a 2D problem, as the definition of the problem itself assumes a 2D substrate. However, an interesting hypothesis emerges when we ask a question regarding the nature of textures: What are textures, and why did the ability to discriminate texture evolve or develop? A possible answer to this question is that textures naturally define physically distinct surfaces or objects, thus, we can hypothesize that 2D texture segmentation may be an outgrowth of the ability to discriminate surfaces in 3D. In this thesis, I investigated the relative difficulty of learning to segment textures in 2D vs. 3D configurations. It turns out that learning is faster and more accurate in 3D, very much in line with what was expected. Furthermore, I have shown that the learned ability to segment texture in 3D transfers well into 2D texture segmentation, but not the other way around, bolstering the initial hypothesis, and providing an alternative approach to the texture segmentation problem.
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4

Wahlberg, Björn. "Att procedurellt generera ett 2D landskap parallellt på GPU vs seriellt på CPU." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-18759.

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Procedurellt genererat innehåll, PCG,förekommer väldigt ofta i spel nu för tiden, mycket för att öka återspelbarheten i ett spel. Några populära exempel på spel som utnyttjar PCG är Terraria(2011) och Minecraft(2011). I takt med att hårdvara blir mer och mer kraftfull så ökar även kraven på spelen som utnyttjar teknikerna eftersom att det går att generera innehåll i realtid. Men finns det outnyttjat potential i grafikkortet? Trenden av ökningen av klockfrekvensen på processorer har reducerats på senare tid, för att istället ersättas av ett större antal kärnor. Här så kan parallellisering av programkod utnyttjas för att utvinna mer ur datorns hårdvara. Ett teknologi-orienterat experiment att utfördes på först en seriell CPUlösning, och sedan en parallell GPUlösning för att undersöka hur lång tid varje metod tog. Detta skedde på varierande stora kartor för att kunna fastställa om det fanns ett samband mellan storlek och tid. Genomförandet använde sig av SFML biblioteket för att implementera GPU varianten där en fragment shader användes för att utföra alla parallella uträkningar för kartgenreringen. CPU metoden använde samma tekniker som GPU metoden, fast utan någon parallellisering. Båda teknikerna validerades genom att använda SFML för att rita ut kartorna som de genererar med enkelgrafik.
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5

Burwell, Claire Leonora. "The effect of 2D vs. 3D visualisation on lidar point cloud analysis tasks." Thesis, University of Leicester, 2016. http://hdl.handle.net/2381/37950.

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The exploitation of human depth perception is not uncommon in visual analysis of data; medical imagery and geological analysis already rely on stereoscopic 3D visualisation. In contrast, 3D scans of the environment are usually represented on a flat, 2D computer screen, although there is potential to take advantage of both (a) the spatial depth that is offered by the point cloud data, and (b) our ability to see stereoscopically. This study explores whether a stereo 3D analysis environment would add value to visual lidar tasks, compared to the standard 2D display. Forty-six volunteers, all with good stereovision and varying lidar knowledge, viewed lidar data in either 2D or in 3D, on a 4m x 2.4m screen. The first task required 2D and 3D measurement of linear lengths of a planar and a volumetric feature, using an interaction device for point selection. Overall, there was no significant difference in the spread of 2D and 3D measurement distributions for both of the measured features. The second task required interpretation of ten features from individual points. These were highlighted across two areas of interest - a flat, suburban area and a valley slope with a mixture of features. No classification categories were offered to the participant and answers were expressed verbally. Two of the ten features (chimney and cliff-face) were interpreted with a better degree of accuracy using the 3D method and the remaining features had no difference in 2D and 3D accuracy. Using the experiment’s data processing and visualisation approaches, results suggest that stereo 3D perception of lidar data does not add value to manual linear measurement. The interpretation results indicate that immersive stereo 3D visualisation does improve the accuracy of manual point cloud classification for certain features. The findings contribute to wider discussions in lidar processing, geovisualisation, and applied psychology.
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6

Lindelöf, Linnea. "Bedömning av etiologi till mitralisinsufficiens med 2DTEE vs. 3DTEE : En jämförande studie mellan oerfaren och erfaren ekokardiograför." Thesis, Umeå universitet, Biomedicinsk laboratorievetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-103672.

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7

Guledani, Aleks Verfasser], Theresia [Akademischer Betreuer] [Stradal, and Reinhard [Akademischer Betreuer] Köster. "The Role of actin-based Protrusions in 2D vs. 3D Migration / Aleks Guledani ; Theresia Stradal, Reinhard Köster." Braunschweig : Technische Universität Braunschweig, 2021. http://d-nb.info/1234148250/34.

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8

Shields, Christopher. "2D vs 3D in a touch-free hand gesture based interface : An exploration of how 2D and 3D visual aids affect a user’s ability to learn a new interface." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-37748.

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3D is a popular topic as an increasing amount of media and technology begin to support 3D interaction.  With the rise of interest in 3D interaction, the question of why there is a demand and desire for 3D over 2D interaction becomes relevant. This thesis compares the differences between a 3D heads up display and a 2D heads up display for a touch free gesture based virtual keyboard.  The gesture interface used in the tests is a way of communicating with a system using gestures of the hands tracked by a motion sensor.  This thesis tested 16 users where half of the users used a 2D version of a heads up display and the other half used a 3D version of a heads up display.  Both user groups were tested with identical conditions and in an identical environment.  Raw statistical data was gathered from a logging mechanism in the interface and qualitative data was gathered from questionnaires and observation notes.  The results from the experiment showed that the 2D and 3D heads up display gave very similar results. However, results also showed slightly better qualitative results from the 3D heads up display observation and questionnaire data.  The conclusion indicated no clear advantage for the 2D version or the 3D version.  The discussion shows that many other factors in the design process and selection of users, play a large role in the comparison of 2D vs 3D visualizations.  Factors such as age and familiarity with different levels of technology are indicated to be contributing factors when comparing 2D vs 3D.  The results and discussion hope to provide a starting point for future comparison research in the field of 2D compared to 3D visualization.
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9

Beyer, Sarah. "Effekten av vitamin D2 vs. D3 på 25(OH)D-statusen : En litteraturstudie." Thesis, Linnéuniversitetet, Institutionen för kemi och biomedicin (KOB), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76417.

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Bakgrund: Vitamin D finns i två olika former, det animaliska D3 (kolekalciferol) och det vegetabiliska D2 (ergokalciferol). Det har rått olika åsikter bland läkarkåren och allmänheten om vilken av de två formerna som är mest potent för att höja 25(OH)D-statusen i blodet, det värde som mäts för att avgöra vitamin D-halten i kroppen. Då vitamin D-brist är vanligt förekommande bland befolkningen i Norden är det viktigt att veta vilken form som har bäst effekt och som därför bör användas för att behandla och förebygga vitamin D-brist. Det har även betydelse för veganer som inte äter det animaliska D3, där rekommendationen kanske behöver ändras. Syfte: Syftet med studien var att ta reda på om det finns någon skillnad i potensen av D2 respektive D3 för att höja 25(OH)D-statusen i blodet och i så fall, att hitta möjliga orsaker till denna skillnad. Metod: Sex relevanta vetenskapliga originalartiklar, som har undersökt effekten av D2 vs. D3 på 25(OH)D-statusen i blodet, hittades i databasen PubMed. Studierna genomfördes mellan 2008 och 2017. Studiedeltagarna var vuxna friska människor. Resultat: Fyra av studierna pekade på att D3 var mer effektivt än D2 för att höja 25(OH)D-statusen. En studie kom fram till att det inte fanns någon skillnad i potensen mellan D2 och D3 och en studie visade att D2 var mer effektivt jämfört med D3 när det gällde daglig behandling med låga doser men att D3 uppvisade bättre effekt vid behandling med höga doser med två eller fyra veckors avstånd. Slutsats: Majoriteten av studierna visade en bättre effekt av D3 än D2 för att höja 25(OH)D-nivåer i blodet. De blandade resultaten samt det begränsade antalet studier och deltagare gör att det inte är möjligt att kunna komma fram till en tydlig slutsats.
Background: Vitamin D comes in two different forms, D3 from animals (cholecalciferol) and D2 from plants (ergocalciferol). There has been different opinions among physicians and the general public about which of the calciferols is more potent to raise 25(OH)D-levels in the blood, which is the value that is measured to determine the vitamin D-status in the body. Since vitamin D deficiency is common among the people of the Nordic countries it is important to know which form has the best effect and should be used to treat and prevent vitamin D deficiency. Furthermore, it is relevant for vegans who do not eat the animalic D3, where recommendations might have to be changed. Aim: The aim of the study was to find out if there were differences in potency of D2 vs. D3 to raise 25(OH)D status in the blood and if so, to find possible explanations for those differences. Methods: Six relevant original articles that examined the effect of D2 vs. D3 on 25(OH)D status in the blood, were found in the database PubMed. The studies where published between the years 2008 and 2017. The participants were healthy adults. Results: Four of the studies suggested that D3 is more effective than D2 in order to raise the 25(OH)D status. One study concluded that there is no difference in the effectiveness of D2 vs D3 and one study showed that D2 is more effective than D3 when it comes to daily treatment but that D3 has a better effect than D2 when treatment happens on a two or four weekly basis with large doses. Conclusion: Most of the articles suggested a better effectiveness of D3 than D2 to raise 25(OH)D levels in the blood. However, besides the mixed results, the number of studies and participants was too small to come to a clear conclusion.
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10

Al-Nu'aimi, Abdallah S. N. A. "Design, Implementation and Performance Evaluation of Robust and Secure Watermarking Techniques for Digital Coloured Images. Designing new adaptive and robust imaging techniques for embedding and extracting 2D watermarks in the spatial and transform domain using imaging and signal processing techniques." Thesis, University of Bradford, 2009. http://hdl.handle.net/10454/4255.

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The tremendous spreading of multimedia via Internet motivates the watermarking as a new promising technology for copyright protection. This work is concerned with the design and development of novel algorithms in the spatial and transform domains for robust and secure watermarking of coloured images. These algorithms are adaptive, content-dependent and compatible with the Human Visual System (HVS). The host channels have the ability to host a large information payload. Furthermore, it has enough capacity to accept multiple watermarks. Abstract This work achieves several contributions in the area of coloured images watermarking. The most challenging problem is to get a robust algorithm that can overcome geometric attacks, which is solved in this work. Also, the search for a very secure algorithm has been achieved via using double secret keys. In addition, the problem of multiple claims of ownership is solved here using an unusual approach. Furthermore, this work differentiates between terms, which are usually confusing the researchers and lead to misunderstanding in most of the previous algorithms. One of the drawbacks in most of the previous algorithms is that the watermark consists of a small numbers of bits without strict meaning. This work overcomes this weakness III in using meaningful images and text with large amounts of data. Contrary to what is found in literature, this work shows that the green-channel is better than the blue-channel to host the watermarks. A more general and comprehensive test bed besides a broad band of performance evaluation is used to fairly judge the algorithms.
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11

Al-Nu'aimi, Abdallah Saleem Na. "Design, implementation and performance evaluation of robust and secure watermarking techniques for digital coloured images : designing new adaptive and robust imaging techniques for embedding and extracting 2D watermarks in the spatial and transform domain using imaging and signal processing techniques." Thesis, University of Bradford, 2009. http://hdl.handle.net/10454/4255.

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The tremendous spreading of multimedia via Internet motivates the watermarking as a new promising technology for copyright protection. This work is concerned with the design and development of novel algorithms in the spatial and transform domains for robust and secure watermarking of coloured images. These algorithms are adaptive, content-dependent and compatible with the Human Visual System (HVS). The host channels have the ability to host a large information payload. Furthermore, it has enough capacity to accept multiple watermarks. Abstract This work achieves several contributions in the area of coloured images watermarking. The most challenging problem is to get a robust algorithm that can overcome geometric attacks, which is solved in this work. Also, the search for a very secure algorithm has been achieved via using double secret keys. In addition, the problem of multiple claims of ownership is solved here using an unusual approach. Furthermore, this work differentiates between terms, which are usually confusing the researchers and lead to misunderstanding in most of the previous algorithms. One of the drawbacks in most of the previous algorithms is that the watermark consists of a small numbers of bits without strict meaning. This work overcomes this weakness III in using meaningful images and text with large amounts of data. Contrary to what is found in literature, this work shows that the green-channel is better than the blue-channel to host the watermarks. A more general and comprehensive test bed besides a broad band of performance evaluation is used to fairly judge the algorithms.
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12

IDREES, AYESHA. "Development of 3D skin model and 3D skin infection model, as advanced testing tools for the bio-evaluation of antimicrobial biomaterials for wound healing." Doctoral thesis, Politecnico di Torino, 2019. http://hdl.handle.net/11583/2743229.

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13

Oliveira, Sílvia Margarida Gonçalves de. "Resposta acomodativa dinâmica a diferentes estímulos visuais: 2D vs 3D." Master's thesis, 2011. http://hdl.handle.net/1822/17892.

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Dissertação de mestrado em Optometria Avançada
O 3D é uma tecnologia em evolução, quer a nível de dispositivos quer a nível de conteúdos. A sua crescente massificação levanta algumas questões a nível de saúde pública, nomeadamente os efeitos que a visualização destes conteúdos pode ter sobre o sistema visual. Ainda que muita investigação tenha sido feita sobre a sintomatologia que este tipo de conteúdos pode provocar aos seus utilizadores, apenas recentemente se começou a avaliar os seus efeitos sobre o comportamento do sistema visual. Facto que abre um grande leque de oportunidades de investigação. Este trabalho pretende avaliar os efeitos que a visualização de conteúdos 3D tem sobre o sistema acomodativo, comparando a resposta acomodativa a conteúdos 2D e 3D. Para tal foram avaliados dois dispositivos 3D acessíveis ao grande público, a televisão e uma consola de jogos. O estudo foi dividido em duas partes principais relacionadas com o tipo de dispositivo 3D, tendo participado 22 jovens universitários nas experiências realizadas com a televisão e 15 nas realizadas com a consola de jogos. Em termos clínicos, a resposta do sistema acomodativo a conteúdos 2D não é muito diferente da que se verifica para os conteúdos 3D. No entanto parece que a diferença de resposta acomodativa registada para os dois tipos de conteúdos é tanto maior quanto menor for a distância a que são visualizados.
3D is a developing technology, in terms of devices and contents. Its growing mass raises some questions in terms of public health, particularly the effects that viewing such contents may have on the visual system. Although much research was carried out on the symptoms that this type of contents can cause, it has only recently begun to evaluate their effects on the visual system behavior. Therefore there is still a long way to go. This work aims to assess the effects that viewing 3D contents has on the accommodative system, comparing the accommodative response to 2D and 3D contents. Therefore, we evaluated two 3D devices accessible to the general public, television and a video game console. The study was divided into two main parts related to the 3D device type, 22 university students participated in the experiments with television and 15 had performed the experiments with the video game console. In clinical terms, the response to accommodative 2D content is not very different of that found for the 3D content. However it seems that the difference in accommodative response recorded for the two types of content is greater the shorter the distance they are viewed.
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14

Strohmeier, Dominik Brandenburg Karlheinz. "Wahrnehmungsuntersuchung von 2D vs. 3D Displays in A/V-Applikationen mittels einer kombinierten Analysemethodik /." 2007. http://www.gbv.de/dms/ilmenau/abs/572370857stroh.txt.

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15

Inam, M., G. Cambridge, Anaïs Pitto-Barry, Z. P. L. Laker, N. R. Wilson, R. T. Mathers, A. P. Dove, and R. K. O'Reilly. "1D vs. 2D shape selectivity in the crystallization-driven self-assembly of polylactide block copolymers." 2017. http://hdl.handle.net/10454/13527.

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Анотація:
yes
2D materials such as graphene, LAPONITE® clays or molybdenum disulfide nanosheets are of extremely high interest to the materials community as a result of their high surface area and controllable surface properties. While several methods to access 2D inorganic materials are known, the investigation of 2D organic nanomaterials is less well developed on account of the lack of ready synthetic accessibility. Crystallization-driven self-assembly (CDSA) has become a powerful method to access a wide range of complex but precisely-defined nanostructures. The preparation of 2D structures, however, particularly those aimed towards biomedical applications, is limited, with few offering biocompatible and biodegradable characteristics as well as control over self-assembly in two dimensions. Herein, in contrast to conventional self-assembly rules, we show that the solubility of polylactide (PLLA)-based amphiphiles in alcohols results in unprecedented shape selectivity based on unimer solubility. We use log Poct analysis to drive solvent selection for the formation of large uniform 2D diamond-shaped platelets, up to several microns in size, using long, soluble coronal blocks. By contrast, less soluble PLLA-containing block copolymers yield cylindrical micelles and mixed morphologies. The methods developed in this work provide a simple and consistently reproducible protocol for the preparation of well-defined 2D organic nanomaterials, whose size and morphology are expected to facilitate potential applications in drug delivery, tissue engineering and in nanocomposites.
University of Warwick, Materials GRP, EPSRC, The Royal Society, ERC
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16

RAZZANO, ROBERTO. "Numerical simulations for prediction of seismic ground motion amplification: 2D vs 3D comparison for natural reliefs and earth dams." Doctoral thesis, 2021. http://hdl.handle.net/11573/1547778.

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Local site conditions (i.e., dynamic properties of subsurface and bedrock materials, surface and buried morphology) play an important role on seismic ground motion amplification. Therefore, their effects may become crucial in several geological/geotechnical systems such as earth dams and natural reliefs for selection of ground motion to be used in the analysis of engineering problems. These systems are usually studied based on 2D numerical analyses. However, due to the complexity of geomorphological and geotechnical situations, frequently coupled 3D soil-topography amplification analyses should be conducted to realistically assess the dynamic response. In this research, large-scale numerical simulations are carried out with the finite difference computer code FLAC3D, that was used for both 2D and 3D analyses. Two case histories have been considered, the Palatino hill, a natural relief in the historical center of Rome, and the Angitola zoned dams in Southern Italy. In both cases visco-elastic linear analyses have been conducted considering models of increasing complexity, from homogeneous to heterogeneous ones with the inclusion of one or more additional layers, in order to distinguish between topographic and stratigraphic/valley amplification. In both cases Chang wavelet was used for input motion for three values of frequency (2Hz, 5Hz and 8Hz). The comparison between the results of 2D and 3D analyses has been carried out in terms of maximum accelerations and/or displacement in representative points. The numerical analyses have been preceded by a calibration study, comparing the results of 2D and 3D numerical analyses with closed form solutions. It is shown that 3D behavior can have a pronounced effect on the seismic response of the examined systems in terms of amplitude and shape of the acceleration/displacement profiles. In fact, 3D amplitudes can be much larger than 2D ones depending on the frequency of the input motion. The importance of vertical parasitic component of motion is highlighted, which again is frequency-dependent in that it increases with increasing frequency. For Angitola earth dams, the influence of narrow canyons in which the dams are built significantly contributes to the enhanced amplification of response, which is in agreement with the literature findings.
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