Дисертації з теми "Virtual Building Model"
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Cooke, Christopher Alexander. "Interactive graphical model building using virtual reality." Thesis, Massachusetts Institute of Technology, 1994. http://hdl.handle.net/1721.1/34065.
Повний текст джерелаIncludes bibliographical references (leaves 58-59).
by Christopher Alexander Cooke.
M.S.
Coon, William MacDowell. "A Computational Model for Building Relationships Between Humans and Virtual Agents." Digital WPI, 2012. https://digitalcommons.wpi.edu/etd-theses/942.
Повний текст джерелаOliveira, 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/.
Повний текст джерелаThis 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.
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.
Повний текст джерелаRogers-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.
Повний текст джерелаJansson, 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.
Повний текст джерелаKostnaderna 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.
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/.
Повний текст джерелаMuminovic, 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.
Повний текст джерелаMost 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.
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.
Повний текст джерелаGlander, Tassilo. "Multi-scale representations of virtual 3D city models." Phd thesis, Universität Potsdam, 2012. http://opus.kobv.de/ubp/volltexte/2013/6411/.
Повний текст джерелаGegenstand 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.
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.
Повний текст джерелаThe 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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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.
Повний текст джерелаSandström, 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.
Повний текст джерелаSyfte: 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.
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/.
Повний текст джерелаExamining 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.
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.
Повний текст джерелаThe 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.
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.
Повний текст джерелаNseir, Hussam. "Immersive Representation of Building Information Model." Thesis, 2011. http://hdl.handle.net/1969.1/ETD-TAMU-2011-05-9074.
Повний текст джерелаMonfet, 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.
Повний текст джерелаYang, 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.
Повний текст джерела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.
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.
Повний текст джерела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.
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.
Повний текст джерела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.
Lima, Duarte Miguel André. "Campus virtual da FCUL: modelação de um edifício inteligente." Master's thesis, 2016. http://hdl.handle.net/10451/25989.
Повний текст джерелаO 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.
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.
Повний текст джерелаSince 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.
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.
Повний текст джерела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.
Terentjevs, Vitalijs. "Risk analysis and communication for buildings using virtual reality." Thesis, 2020. http://hdl.handle.net/1828/12099.
Повний текст джерелаGraduate
2021-05-20
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.
Повний текст джерелаIn 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.