The document discusses the need for multivocality in 3D visualizations by presenting data from multiple perspectives using different visualization types. It argues that 3D visualizations should not be displayed alone but should be accompanied by alternative visualizations to provide different views of the data and allow users to understand it more fully. The document presents several use cases where the authors have developed visualization tools combining 3D views with 2D views and other representations to show alternative interpretations of the data.
3D GIS has several strengths for public engagement in development proposals. It allows non-experts to better understand proposals through interactive 3D visualization of projects. Web-based 3D GIS makes information easily accessible to the public online instead of just at meetings. The realism of 3D models through techniques like photorealistic texturing helps users visualize how projects will look from different angles and heights. 3D GIS can also collect public feedback through integrating communication platforms like emails and forums. However, 3D GIS also has limitations such as high hardware and software requirements.
The document discusses the validity of the argument that off-the-shelf 3D GIS software cannot model Hong Kong's complex 3D cityscape. It outlines Hong Kong's dense, irregular urban form with tall, uniquely shaped buildings. It also describes 3D modeling and visualization processes, including data acquisition methods like LIDAR, and capabilities of various 3D GIS software packages. While software allows complex 3D modeling, limitations include inability to access interiors and fully represent Hong Kong's unique urban landscape.
A PREDICTION METHOD OF GESTURE TRAJECTORY BASED ON LEAST SQUARES FITTING MODELVLSICS Design
Implicit interaction based on context information is widely used and studied in the virtual scene. In context
based human computer interaction, the meaning of action A is well defined. For instance, the right wave is
defined turning paper or PPT in context B, And it mean volume up in context C. However, we cannot use
the context information when we select the object to be manipulated. In view of this situation, this paper
proposes using the least squares fitting curve beam to predict the user's trajectory, so as to determine what
object the user’s wants to operate. At the same time, the fitting effects of the three curves were compared,
and the curve which is more accord with the hand movement trajectory is obtained. In addition, using the
bounding box size control the Z variable to move in an appropriate location. Experimental results show
that the proposed in this paper based on bounding box size to control the Z variables get a good effect; by
fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The
correct rate is 91%.
A PREDICTION METHOD OF GESTURE TRAJECTORY BASED ON LEAST SQUARES FITTING MODELVLSICS Design
Implicit interaction based on context information is widely used and studied in the virtual scene. In context
based human computer interaction, the meaning of action A is well defined. For instance, the right wave is
defined turning paper or PPT in context B, And it mean volume up in context C. However, we cannot use
the context information when we select the object to be manipulated. In view of this situation, this paper
proposes using the least squares fitting curve beam to predict the user's trajectory, so as to determine what
object the user’s wants to operate. At the same time, the fitting effects of the three curves were compared,
and the curve which is more accord with the hand movement trajectory is obtained. In addition, using the
bounding box size control the Z variable to move in an appropriate location. Experimental results show
that the proposed in this paper based on bounding box size to control the Z variables get a good effect; by
fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The
correct rate is 91%.
A PREDICTION METHOD OF GESTURE TRAJECTORY BASED ON LEAST SQUARES FITTING MODELVLSICS Design
Implicit interaction based on context information is widely used and studied in the virtual scene. In context
based human computer interaction, the meaning of action A is well defined. For instance, the right wave is
defined turning paper or PPT in context B, And it mean volume up in context C. However, we cannot use
the context information when we select the object to be manipulated. In view of this situation, this paper
proposes using the least squares fitting curve beam to predict the user's trajectory, so as to determine what
object the user’s wants to operate. At the same time, the fitting effects of the three curves were compared,
and the curve which is more accord with the hand movement trajectory is obtained. In addition, using the
bounding box size control the Z variable to move in an appropriate location. Experimental results show
that the proposed in this paper based on bounding box size to control the Z variables get a good effect; by
fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The
correct rate is 91%.
This document discusses information visualization interfaces for multi-device synchronous collocated collaboration. It begins by introducing the prevalence of multiple connected devices and explores using these devices for collaborative work. The document then reviews key concepts in information visualization like visual variables and design guidelines. It discusses visualizations for different data types and devices. Importantly, it examines benefits of collaborative visualization and proposes developing a prototype interface to further test multi-device collaboration opportunities.
The visual representation of a product and the role of visualization have recently become a central issue in
design research. By enriching a real scene with computer generated objects, Augmented Reality, has
proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine,
military, entertainment and manufacturing. In this paper we propose an approach by which a user can
create own 3D augmented reality scenes that enable interaction between the real world and virtual
assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro
software is employed using marker-based camera tracking, while assembly design is obtained with
standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to
save the assembly as .ive file format, which is helpful to increase the performance of scene rendering
and/or viewing.
IMPLEMENTATION OF INTERACTIVE AUGMENTED REALITY IN 3D ASSEMBLY DESIGN PRESENT...ijcsit
The visual representation of a product and the role of visualization have recently become a central issue in
design research. By enriching a real scene with computer generated objects, Augmented Reality, has proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine, military, entertainment and manufacturing. In this paper we propose an approach by which a user can create own 3D augmented reality scenes that enable interaction between the real world and virtual
assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro software is employed using marker-based camera tracking, while assembly design is obtained with standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to
save the assembly as .ive file format, which is helpful to increase the performance of scene rendering and/or viewing.
3D GIS has several strengths for public engagement in development proposals. It allows non-experts to better understand proposals through interactive 3D visualization of projects. Web-based 3D GIS makes information easily accessible to the public online instead of just at meetings. The realism of 3D models through techniques like photorealistic texturing helps users visualize how projects will look from different angles and heights. 3D GIS can also collect public feedback through integrating communication platforms like emails and forums. However, 3D GIS also has limitations such as high hardware and software requirements.
The document discusses the validity of the argument that off-the-shelf 3D GIS software cannot model Hong Kong's complex 3D cityscape. It outlines Hong Kong's dense, irregular urban form with tall, uniquely shaped buildings. It also describes 3D modeling and visualization processes, including data acquisition methods like LIDAR, and capabilities of various 3D GIS software packages. While software allows complex 3D modeling, limitations include inability to access interiors and fully represent Hong Kong's unique urban landscape.
A PREDICTION METHOD OF GESTURE TRAJECTORY BASED ON LEAST SQUARES FITTING MODELVLSICS Design
Implicit interaction based on context information is widely used and studied in the virtual scene. In context
based human computer interaction, the meaning of action A is well defined. For instance, the right wave is
defined turning paper or PPT in context B, And it mean volume up in context C. However, we cannot use
the context information when we select the object to be manipulated. In view of this situation, this paper
proposes using the least squares fitting curve beam to predict the user's trajectory, so as to determine what
object the user’s wants to operate. At the same time, the fitting effects of the three curves were compared,
and the curve which is more accord with the hand movement trajectory is obtained. In addition, using the
bounding box size control the Z variable to move in an appropriate location. Experimental results show
that the proposed in this paper based on bounding box size to control the Z variables get a good effect; by
fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The
correct rate is 91%.
A PREDICTION METHOD OF GESTURE TRAJECTORY BASED ON LEAST SQUARES FITTING MODELVLSICS Design
Implicit interaction based on context information is widely used and studied in the virtual scene. In context
based human computer interaction, the meaning of action A is well defined. For instance, the right wave is
defined turning paper or PPT in context B, And it mean volume up in context C. However, we cannot use
the context information when we select the object to be manipulated. In view of this situation, this paper
proposes using the least squares fitting curve beam to predict the user's trajectory, so as to determine what
object the user’s wants to operate. At the same time, the fitting effects of the three curves were compared,
and the curve which is more accord with the hand movement trajectory is obtained. In addition, using the
bounding box size control the Z variable to move in an appropriate location. Experimental results show
that the proposed in this paper based on bounding box size to control the Z variables get a good effect; by
fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The
correct rate is 91%.
A PREDICTION METHOD OF GESTURE TRAJECTORY BASED ON LEAST SQUARES FITTING MODELVLSICS Design
Implicit interaction based on context information is widely used and studied in the virtual scene. In context
based human computer interaction, the meaning of action A is well defined. For instance, the right wave is
defined turning paper or PPT in context B, And it mean volume up in context C. However, we cannot use
the context information when we select the object to be manipulated. In view of this situation, this paper
proposes using the least squares fitting curve beam to predict the user's trajectory, so as to determine what
object the user’s wants to operate. At the same time, the fitting effects of the three curves were compared,
and the curve which is more accord with the hand movement trajectory is obtained. In addition, using the
bounding box size control the Z variable to move in an appropriate location. Experimental results show
that the proposed in this paper based on bounding box size to control the Z variables get a good effect; by
fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The
correct rate is 91%.
This document discusses information visualization interfaces for multi-device synchronous collocated collaboration. It begins by introducing the prevalence of multiple connected devices and explores using these devices for collaborative work. The document then reviews key concepts in information visualization like visual variables and design guidelines. It discusses visualizations for different data types and devices. Importantly, it examines benefits of collaborative visualization and proposes developing a prototype interface to further test multi-device collaboration opportunities.
The visual representation of a product and the role of visualization have recently become a central issue in
design research. By enriching a real scene with computer generated objects, Augmented Reality, has
proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine,
military, entertainment and manufacturing. In this paper we propose an approach by which a user can
create own 3D augmented reality scenes that enable interaction between the real world and virtual
assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro
software is employed using marker-based camera tracking, while assembly design is obtained with
standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to
save the assembly as .ive file format, which is helpful to increase the performance of scene rendering
and/or viewing.
IMPLEMENTATION OF INTERACTIVE AUGMENTED REALITY IN 3D ASSEMBLY DESIGN PRESENT...ijcsit
The visual representation of a product and the role of visualization have recently become a central issue in
design research. By enriching a real scene with computer generated objects, Augmented Reality, has proven itself as a valuable Human-Computer Interface in numerous application areas, such as medicine, military, entertainment and manufacturing. In this paper we propose an approach by which a user can create own 3D augmented reality scenes that enable interaction between the real world and virtual
assembly's components, while including an animation at the same time. For this purpose, BuildAR Pro software is employed using marker-based camera tracking, while assembly design is obtained with standard CAD system SolidWorks. The animations are developed in 3ds max software package in order to
save the assembly as .ive file format, which is helpful to increase the performance of scene rendering and/or viewing.
The document discusses implementing interactive augmented reality for 3D assembly design presentations. It proposes an approach to create augmented reality scenes that allow users to interact with virtual assembly components and animations in the real world. The approach uses marker-based camera tracking with BuildAR Pro software to overlay animated CAD assembly designs created in SolidWorks and 3ds max onto physical markers. This allows users to view and manipulate virtual assembly components relative to the markers in real-time, enhancing understanding of complex assemblies.
Imagining a Physical Future for Digital JournalismDataJournalismUK
The document provides information about a "Data Driven News Installations" cookbook for journalists. The cookbook contains recipes for three data journalism projects that have been turned into physical installations: a "Data Walk", a "3D Data Map", and "Light Data Bars". Each recipe section outlines the goals of the project, provides photos and diagrams of a prototype, and explains the digital fabrication techniques involved in creating the installation, such as 3D modeling, fabrication, and assembly. The overall aim is to promote skills in digital fabrication among journalists and encourage more experiential forms of data storytelling.
3D modeling involves using computer simulation software to mathematically represent real-life objects in three dimensions - width, height, and depth along the x, y, and z axes. There are two main types of 3D models: solid models, which show objects realistically for CAD, and shell boundary models, which show just the surface. 3D modeling is widely used in computer games, simulations, and other fields to create highly detailed and realistic looking 3D graphics, animations, and virtual objects.
This document summarizes research on designing interactions for navigation in 3D mobile maps. It discusses challenges in controlling 3D views on mobile devices due to limitations of the interface and user's attention. The document presents a model of mobile map interaction and analyzes controlling degrees of freedom in navigation. It proposes ways to support spatial awareness, rapid alignment of physical and virtual spaces, and overcoming limitations of viewing a small screen. The research aims to create an efficient 3D mobile map interface and discusses prototypes, controls, navigation metaphors and weighing their pros and cons.
we introduce the perceptual issues relevant to seeing three dimensions in digital imagery. Technological constraints
like limited field-of-view and spatial resolution prevent the display of images that match the real world in all respects.
Therefore, only some elements of real world depth perception are utilized when viewing 3D CGI. Depth Cue Theory is the
main theory of depth perception. It states that different sources of information, or depth cues, combine to give a viewer the 3D
layout of a scene. Alternatively, the Ecological Theory takes a generalized approach to depth perception. It states that the HVS
relies on more than the image on the retina; it requires an examination of the entire state of the viewer and their surroundings
(i.e., the context of viewing). In this paper, we rely on Depth Cue Theory, although we acknowledge the importance of visual
context where appropriate. As seen later, the type of visual environment and the viewer’s task play a significant part in the
effectiveness of a 3D VDS. Both theories assert that there are some basic sources of information about 3D layout. These are
generally divided into three types: pictorial, coulometer and stereo depth cues. The perceptual process by which these cues
combine to form a sense of depth is a complicated and outdebated issue. Different approaches to measuring the ability to
perceive depth have also been posited. We discuss these issues with respect to CGI.
L3 u66 modelling 3 d the basics task 1 researchcassie_coyne
3D modeling is the creation of 3D objects and scenes using specialized software. It involves skills like applying textures and lighting models to create realistic representations. Polygonal modeling represents surfaces using polygons and is well-suited for real-time graphics. The basic elements are vertices, edges, and faces, which are combined to form polygonal meshes. Meshes can be constructed through techniques like box modeling and inflation modeling and must be processed with textures before use. Rendering converts 3D models into 2D images and can range from basic wireframes to photorealistic techniques.
The document introduces two tools for interacting with digital information in 3D space:
1. Beyond allows users to directly manipulate 3D digital objects using physically retractable tools that project into the digital space beyond the screen. This breaks down barriers between physical and digital worlds.
2. SpaceTop extends the desktop interface by adding a transparent display above the keyboard, allowing users to reach hands into this 3D digital workspace to directly grab and manipulate floating windows and files as if they were physical objects. This seamlessly integrates 2D and 3D interactions.
3D modeling is used across many industries such as education, engineering, architecture, video games, and more. In gaming, 3D models are used to create virtual worlds and characters. The engineering field also relies heavily on 3D modeling to design vehicles, structures, and other objects. Other industries like education, architecture, and product design also incorporate 3D modeling into their workflows.
This document discusses data visualization and various techniques used to visually represent data. It defines data visualization as the pictorial or visual representation of data using visual elements such as charts, graphs, and diagrams. It describes different types of visualization including linear, planar, volumetric, temporal, multidimensional, tree, and network visualizations. It also discusses specific techniques like isolines, isosurfaces, streamlines, parallel coordinate plots, and timelines. The document outlines applications of data visualization in fields like education, science, and systems visualization. It notes that big data poses challenges for traditional visualization techniques due to its large volume and speed of generation.
Overview on Various Types of 3D Modeling TechniquesThePro3DStudio
3D modeling has a varied range of applications, ranging from video games, animated movies, publishing, architecture, healthcare and medical science, scientific research, and many more. But have you wondered how the technology works? How do 3D artists create such impressive, lifelike models? To get these answers, you must know what 3D modeling is and the various 3D modeling techniques involved in developing such realistic 3D characters. At first, all these might seem a little tricky. However, once you have a solid understanding, you can delve deeper into 3D modeling and rendering technologies and build a lucrative career out of it. Check out this detailed article about 3D modeling and the various techniques involved in the process.
This document proposes a data model for managing large point cloud data while integrating semantics. It presents a conceptual model composed of three interconnected meta-models to efficiently store and manage point cloud data, and allow the injection of semantics. A prototype is implemented using Python and PostgreSQL to combine semantic and spatial concepts for queries on indoor point cloud data captured with a terrestrial laser scanner.
This document outlines a project to convert 2D images to 3D models. It discusses the problem definition, history of previous related work, objectives, challenges, aspects of conversion, project phases, supporting tools, and references. The goal is to revive images and allow navigation inside converted 3D models of buildings, humans, cars, and other objects found in images. Challenges include ambiguity, determining camera viewpoint, recognizing objects, recovering occlusions and surface layout from a single image. Conversion aspects include medical, buildings, humans, and general modeling. Project phases involve region classification, labeling, superpixels, constellations, and creating the final 3D model through cuts and folds.
CommunityViz is a participatory decision support tool for planners that can be used at various stages of the planning process. It allows users to define and evaluate multiple scenarios or alternatives using spatial and non-spatial data. Formulas can be used to dynamically update attributes and indicators as assumptions are modified. This allows users to interactively analyze the impacts of different scenarios in real-time through maps, charts, and reports. The tool was demonstrated for planning in the Wrocław region of Poland, where it helped create common models and dynamically interpret alternative land use scenarios.
CHAINED DISPLAYS: CONFIGURATION OF MULTIPLE CO-LOCATED PUBLIC DISPLAYSIJCNCJournal
Networks of pervasive display systems involving public and semi-public displays have
allowed experiences to be created that span across multiple displays to achieve a stronger
effect on the viewers. However, little research has been done so far on the configuration
of content for multiple displays, especially when encountered in sequence in what is
commonly referred to as chained displays. As a first step towards determining appropriate
configuration strategies for chained displays, we have identified and investigated different
approaches for configuring content. We report on a user study on the effect of the different
configuration models in terms of usability and user engagement.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
This document provides an overview of augmented reality (AR) and virtual reality (VR) technologies and their applications in architecture and urban planning. It first discusses how AR and VR have helped generate multiple design options, improve visualization, and provide more detailed virtual experiences of projects before they are built. It then reviews several research papers on the topics of AR/VR in design. Key applications discussed include enabling better collaboration and ideation, analyzing spatial relationships, and allowing public involvement in design decisions. The document also outlines some challenges to wider adoption of these technologies, such as technical limitations of equipment and the need for more specialized tools tailored for the design field.
HUMAN COMPUTER INTERACTION ALGORITHM BASED ON SCENE SITUATION AWARENESScsandit
Implicit interaction based on context information is widely used and studied in the virtual scene.In context based human computer interaction, the meaning of action A is well defined. For instance, the right wave is defined turning paper or PPT in context B, And it mean volume up in context C. However, Select object in a virtual scene with multiple objects, context information is not fit. In view of this situation, this paper proposes using the least squares fitting curve beam to
predict the user's trajectory, so as to determine what object the user’s wants to operate .And fitting the starting position of the straight line according to the change of the discrete table. And
using the bounding box size control the Z variable to move in an appropriate location. Experimental results show that the proposed in this paper based on bounding box size to control
the Z variables get a good effect; by fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The correct rate is 88.6%.
Human Computer Interaction Algorithm Based on Scene Situation Awareness cscpconf
- The document proposes an algorithm for human-computer interaction based on scene situation awareness. It uses least squares fitting to predict the trajectory of a user's hand movement and determine what object the user wants to interact with.
- The algorithm first segments the user's hand from images and extracts features. It then fits the trajectory of hand movements with a nonlinear curve to predict the interaction target. Bounding box size is used to control movement in the z-axis for object selection.
- An experiment using this algorithm achieved an 88.6% correct rate in predicting the object a user intended to interact with based on fitting their hand trajectory.
How To Research For A Research Paper. Write A ReLori Moore
The document provides instructions for completing a 5-step process to request an assignment be written by a writer on the HelpWriting.net platform. It explains that users must first create an account, then complete an order form with instructions and deadline. Writers will then bid on the request and the user can choose a writer to complete the assignment, making revisions until satisfied with the final product.
Best Custom Research Writing Service Paper WLori Moore
The document discusses the steps to get writing assistance from HelpWriting.net, including creating an account, submitting a request form with instructions and sources, and choosing a writer to complete the assignment. Clients can then review and approve the work before authorizing final payment. HelpWriting.net offers revisions and refunds to ensure clients' needs and expectations are met.
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The document discusses implementing interactive augmented reality for 3D assembly design presentations. It proposes an approach to create augmented reality scenes that allow users to interact with virtual assembly components and animations in the real world. The approach uses marker-based camera tracking with BuildAR Pro software to overlay animated CAD assembly designs created in SolidWorks and 3ds max onto physical markers. This allows users to view and manipulate virtual assembly components relative to the markers in real-time, enhancing understanding of complex assemblies.
Imagining a Physical Future for Digital JournalismDataJournalismUK
The document provides information about a "Data Driven News Installations" cookbook for journalists. The cookbook contains recipes for three data journalism projects that have been turned into physical installations: a "Data Walk", a "3D Data Map", and "Light Data Bars". Each recipe section outlines the goals of the project, provides photos and diagrams of a prototype, and explains the digital fabrication techniques involved in creating the installation, such as 3D modeling, fabrication, and assembly. The overall aim is to promote skills in digital fabrication among journalists and encourage more experiential forms of data storytelling.
3D modeling involves using computer simulation software to mathematically represent real-life objects in three dimensions - width, height, and depth along the x, y, and z axes. There are two main types of 3D models: solid models, which show objects realistically for CAD, and shell boundary models, which show just the surface. 3D modeling is widely used in computer games, simulations, and other fields to create highly detailed and realistic looking 3D graphics, animations, and virtual objects.
This document summarizes research on designing interactions for navigation in 3D mobile maps. It discusses challenges in controlling 3D views on mobile devices due to limitations of the interface and user's attention. The document presents a model of mobile map interaction and analyzes controlling degrees of freedom in navigation. It proposes ways to support spatial awareness, rapid alignment of physical and virtual spaces, and overcoming limitations of viewing a small screen. The research aims to create an efficient 3D mobile map interface and discusses prototypes, controls, navigation metaphors and weighing their pros and cons.
we introduce the perceptual issues relevant to seeing three dimensions in digital imagery. Technological constraints
like limited field-of-view and spatial resolution prevent the display of images that match the real world in all respects.
Therefore, only some elements of real world depth perception are utilized when viewing 3D CGI. Depth Cue Theory is the
main theory of depth perception. It states that different sources of information, or depth cues, combine to give a viewer the 3D
layout of a scene. Alternatively, the Ecological Theory takes a generalized approach to depth perception. It states that the HVS
relies on more than the image on the retina; it requires an examination of the entire state of the viewer and their surroundings
(i.e., the context of viewing). In this paper, we rely on Depth Cue Theory, although we acknowledge the importance of visual
context where appropriate. As seen later, the type of visual environment and the viewer’s task play a significant part in the
effectiveness of a 3D VDS. Both theories assert that there are some basic sources of information about 3D layout. These are
generally divided into three types: pictorial, coulometer and stereo depth cues. The perceptual process by which these cues
combine to form a sense of depth is a complicated and outdebated issue. Different approaches to measuring the ability to
perceive depth have also been posited. We discuss these issues with respect to CGI.
L3 u66 modelling 3 d the basics task 1 researchcassie_coyne
3D modeling is the creation of 3D objects and scenes using specialized software. It involves skills like applying textures and lighting models to create realistic representations. Polygonal modeling represents surfaces using polygons and is well-suited for real-time graphics. The basic elements are vertices, edges, and faces, which are combined to form polygonal meshes. Meshes can be constructed through techniques like box modeling and inflation modeling and must be processed with textures before use. Rendering converts 3D models into 2D images and can range from basic wireframes to photorealistic techniques.
The document introduces two tools for interacting with digital information in 3D space:
1. Beyond allows users to directly manipulate 3D digital objects using physically retractable tools that project into the digital space beyond the screen. This breaks down barriers between physical and digital worlds.
2. SpaceTop extends the desktop interface by adding a transparent display above the keyboard, allowing users to reach hands into this 3D digital workspace to directly grab and manipulate floating windows and files as if they were physical objects. This seamlessly integrates 2D and 3D interactions.
3D modeling is used across many industries such as education, engineering, architecture, video games, and more. In gaming, 3D models are used to create virtual worlds and characters. The engineering field also relies heavily on 3D modeling to design vehicles, structures, and other objects. Other industries like education, architecture, and product design also incorporate 3D modeling into their workflows.
This document discusses data visualization and various techniques used to visually represent data. It defines data visualization as the pictorial or visual representation of data using visual elements such as charts, graphs, and diagrams. It describes different types of visualization including linear, planar, volumetric, temporal, multidimensional, tree, and network visualizations. It also discusses specific techniques like isolines, isosurfaces, streamlines, parallel coordinate plots, and timelines. The document outlines applications of data visualization in fields like education, science, and systems visualization. It notes that big data poses challenges for traditional visualization techniques due to its large volume and speed of generation.
Overview on Various Types of 3D Modeling TechniquesThePro3DStudio
3D modeling has a varied range of applications, ranging from video games, animated movies, publishing, architecture, healthcare and medical science, scientific research, and many more. But have you wondered how the technology works? How do 3D artists create such impressive, lifelike models? To get these answers, you must know what 3D modeling is and the various 3D modeling techniques involved in developing such realistic 3D characters. At first, all these might seem a little tricky. However, once you have a solid understanding, you can delve deeper into 3D modeling and rendering technologies and build a lucrative career out of it. Check out this detailed article about 3D modeling and the various techniques involved in the process.
This document proposes a data model for managing large point cloud data while integrating semantics. It presents a conceptual model composed of three interconnected meta-models to efficiently store and manage point cloud data, and allow the injection of semantics. A prototype is implemented using Python and PostgreSQL to combine semantic and spatial concepts for queries on indoor point cloud data captured with a terrestrial laser scanner.
This document outlines a project to convert 2D images to 3D models. It discusses the problem definition, history of previous related work, objectives, challenges, aspects of conversion, project phases, supporting tools, and references. The goal is to revive images and allow navigation inside converted 3D models of buildings, humans, cars, and other objects found in images. Challenges include ambiguity, determining camera viewpoint, recognizing objects, recovering occlusions and surface layout from a single image. Conversion aspects include medical, buildings, humans, and general modeling. Project phases involve region classification, labeling, superpixels, constellations, and creating the final 3D model through cuts and folds.
CommunityViz is a participatory decision support tool for planners that can be used at various stages of the planning process. It allows users to define and evaluate multiple scenarios or alternatives using spatial and non-spatial data. Formulas can be used to dynamically update attributes and indicators as assumptions are modified. This allows users to interactively analyze the impacts of different scenarios in real-time through maps, charts, and reports. The tool was demonstrated for planning in the Wrocław region of Poland, where it helped create common models and dynamically interpret alternative land use scenarios.
CHAINED DISPLAYS: CONFIGURATION OF MULTIPLE CO-LOCATED PUBLIC DISPLAYSIJCNCJournal
Networks of pervasive display systems involving public and semi-public displays have
allowed experiences to be created that span across multiple displays to achieve a stronger
effect on the viewers. However, little research has been done so far on the configuration
of content for multiple displays, especially when encountered in sequence in what is
commonly referred to as chained displays. As a first step towards determining appropriate
configuration strategies for chained displays, we have identified and investigated different
approaches for configuring content. We report on a user study on the effect of the different
configuration models in terms of usability and user engagement.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design
processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of
technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it
future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were
introduced as assisting tools and has helped generate multiple design options, expanded possibilities of
visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling
us to see the resultsof work on hand well before the commencement of the project. These tools are further
developed for city development decisions, helping citizens interact with local authorities, access public
services, and plan their commute. After reviewing multiple research papers, it had been observed that each
one is moving forward with the changes brought by it, without entirely understanding its role. This paper
provides a summary of theappliance of AR & VR in architecture and planning.
FUTURISTIC TECHNOLOGY IN ARCHITECTURE & PLANNING - AUGMENTED AND VIRTUAL REAL...ijscai
This document provides an overview of augmented reality (AR) and virtual reality (VR) technologies and their applications in architecture and urban planning. It first discusses how AR and VR have helped generate multiple design options, improve visualization, and provide more detailed virtual experiences of projects before they are built. It then reviews several research papers on the topics of AR/VR in design. Key applications discussed include enabling better collaboration and ideation, analyzing spatial relationships, and allowing public involvement in design decisions. The document also outlines some challenges to wider adoption of these technologies, such as technical limitations of equipment and the need for more specialized tools tailored for the design field.
HUMAN COMPUTER INTERACTION ALGORITHM BASED ON SCENE SITUATION AWARENESScsandit
Implicit interaction based on context information is widely used and studied in the virtual scene.In context based human computer interaction, the meaning of action A is well defined. For instance, the right wave is defined turning paper or PPT in context B, And it mean volume up in context C. However, Select object in a virtual scene with multiple objects, context information is not fit. In view of this situation, this paper proposes using the least squares fitting curve beam to
predict the user's trajectory, so as to determine what object the user’s wants to operate .And fitting the starting position of the straight line according to the change of the discrete table. And
using the bounding box size control the Z variable to move in an appropriate location. Experimental results show that the proposed in this paper based on bounding box size to control
the Z variables get a good effect; by fitting the trajectory of a human hand, to predict the object that the subjects would like to operate. The correct rate is 88.6%.
Human Computer Interaction Algorithm Based on Scene Situation Awareness cscpconf
- The document proposes an algorithm for human-computer interaction based on scene situation awareness. It uses least squares fitting to predict the trajectory of a user's hand movement and determine what object the user wants to interact with.
- The algorithm first segments the user's hand from images and extracts features. It then fits the trajectory of hand movements with a nonlinear curve to predict the interaction target. Bounding box size is used to control movement in the z-axis for object selection.
- An experiment using this algorithm achieved an 88.6% correct rate in predicting the object a user intended to interact with based on fitting their hand trajectory.
Similar to 3D Visualisations Should Not Be Displayed Alone - Encouraging A Need For Multivocality In Visualisation (20)
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