This document summarizes research on presenting the landscape design of Sunter Reservoir Urban Forest (SRUF) in Indonesia using a virtual reality (VR) model. The VR model of the SRUF landscape design was created using Quest 3D software. An online survey found that most respondents, who were landscape architecture students, were able to operate the VR program and understand the presented design. However, the large file size of the VR model limited online distribution and caused performance issues for some users. While VR models show promise for design presentation, file size and hardware limitations must be considered.
SII-PIV 54 Spatial and Environmental Injury Surveillance, based on Cape Town, South Africa. So what is the project about? It is about seeing if we can use the geospatial web to work with trauma surgeons, nurses, health officials, to represent trauma injury data in a useful way. It is very informal due to working with coarse data, poor and dangerous neighbourhoods. We focus on ‘one on one’ interactions between the user and the application. And lastly, we hope that these tools will be practical in the health world.
Development and Evaluation of a Representation Method of 3DCG Pre-Rendering A...Tomohiro Fukuda
This ppt is presented in CAADRIA2008 (The 13th International Conference on Computer Aided Architectural Design Research in Asia).
As a method of dissemination of environmental symbiosis design towards
environmental problem solutions, 3DCG pre-rendering animation (3DCGPRA) which has
a high quality of representation and has a powerful appeal, is expected to be particularly
effective. After arranging components required in an environmental symbiosis design, the
representation targets which needed to be developed were clarified. In addition,
representation methods of shade and shadow, grass, human activity, and symbiosis methods
etc. were developed. In a real project, a 7’ 3DCGPRA was created applying these new
methods, and its validity was evaluated.
CAADRIA2014: A Synchronous Distributed Design Study Meeting Process with Anno...Tomohiro Fukuda
This research investigated the impact of synchronous distributed non immersive cloud-VR (cloud computing type of Virtual Reality) meetings using the annotation function by noting an architectural design process. The experimentation of collaborative design work at the early stage of a housing renovation project was executed by three designers. The synchronously distributed meetings using cloud-VR and a freehand sketching function were completed in two days. The annotation function was used effectively when a designer wished to show the space composition and volume shape of the planned building and so on. The proposed design environment, sharing a 3D virtual space with viewpoints, plans, sketches and other information synchronously and remotely, was feasible and effective.
This paper presents to building identification from satellite images. Because of monitoring illegal land usage. Nowadays rapid urbanization leads to
increase the land usage, in this case of monitoring illegal land usage is very important. This project implemented to building identification from
satellite images, images are provided from Bing maps. Adaptive Neuro Fuzzy Inference System used to check data base information. In this proposed
system, I can identify only building images from the satellite images, To improving the image details effectively.
SII-PIV 54 Spatial and Environmental Injury Surveillance, based on Cape Town, South Africa. So what is the project about? It is about seeing if we can use the geospatial web to work with trauma surgeons, nurses, health officials, to represent trauma injury data in a useful way. It is very informal due to working with coarse data, poor and dangerous neighbourhoods. We focus on ‘one on one’ interactions between the user and the application. And lastly, we hope that these tools will be practical in the health world.
Development and Evaluation of a Representation Method of 3DCG Pre-Rendering A...Tomohiro Fukuda
This ppt is presented in CAADRIA2008 (The 13th International Conference on Computer Aided Architectural Design Research in Asia).
As a method of dissemination of environmental symbiosis design towards
environmental problem solutions, 3DCG pre-rendering animation (3DCGPRA) which has
a high quality of representation and has a powerful appeal, is expected to be particularly
effective. After arranging components required in an environmental symbiosis design, the
representation targets which needed to be developed were clarified. In addition,
representation methods of shade and shadow, grass, human activity, and symbiosis methods
etc. were developed. In a real project, a 7’ 3DCGPRA was created applying these new
methods, and its validity was evaluated.
CAADRIA2014: A Synchronous Distributed Design Study Meeting Process with Anno...Tomohiro Fukuda
This research investigated the impact of synchronous distributed non immersive cloud-VR (cloud computing type of Virtual Reality) meetings using the annotation function by noting an architectural design process. The experimentation of collaborative design work at the early stage of a housing renovation project was executed by three designers. The synchronously distributed meetings using cloud-VR and a freehand sketching function were completed in two days. The annotation function was used effectively when a designer wished to show the space composition and volume shape of the planned building and so on. The proposed design environment, sharing a 3D virtual space with viewpoints, plans, sketches and other information synchronously and remotely, was feasible and effective.
This paper presents to building identification from satellite images. Because of monitoring illegal land usage. Nowadays rapid urbanization leads to
increase the land usage, in this case of monitoring illegal land usage is very important. This project implemented to building identification from
satellite images, images are provided from Bing maps. Adaptive Neuro Fuzzy Inference System used to check data base information. In this proposed
system, I can identify only building images from the satellite images, To improving the image details effectively.
Integration of a Structure from Motion into Virtual and Augmented Reality for...Tomohiro Fukuda
Proceedings (Full paper reviewed)
Tomohiro Fukuda, Hideki Nada, Haruo Adachi, Shunta Shimizu, Chikako Takei, Yusuke Sato, Nobuyoshi Yabuki, and Ali Motamedi: 2017, Integration of a Structure from Motion into Virtual and Augmented Reality for Architectural and Urban Simulation: Demonstrated in Real Architectural and Urban Projects, Future Trajectories of Computation in Design: 17th International Conference CAAD Futures 2017, p.596, 2017.7
Book (Book contribution)
Tomohiro Fukuda, Hideki Nada, Haruo Adachi, Shunta Shimizu, Chikako Takei, Yusuke Sato, Nobuyoshi Yabuki, and Ali Motamedi: 2017, Integration of a Structure from Motion into Virtual and Augmented Reality for Architectural and Urban Simulation: Demonstrated in Real Architectural and Urban Projects, Computer-Aided Architectural Design - Future Trajectories,pp.60-77,Springer (Communications in Computer and Information Science 724), ISSN 1865-0929,ISBN 978-981-10-5196-8,2017.7
Computational visual simulations are extremely useful and powerful tools for decision-making. The use of virtual and augmented reality (VR/AR) has become a common phenomenon due to real-time and interactive visual simulation tools in architectural and urban design studies and presentations. In this study, a demonstration is performed to integrate structure from motion (SfM) into VR and AR. A 3D modeling method is explored by SfM under real-time rendering as a solution for the modeling cost in large-scale VR. The study examines the application of camera parameters of SfM to realize an appropriate registration and tracking accuracy in marker-less AR to visualize full-scale design projects on a planned construction site. The proposed approach is applied to plural real architectural and urban design projects, and results indicate the feasibility and effectiveness of the proposed approach.
Availability of Mobile Augmented Reality System for Urban Landscape SimulationTomohiro Fukuda
This slide is presented in CDVE2012 (The 9th International Conference on Cooperative Design, Visualization, and Engineering).
Abstract. This research presents the availability of a landscape simulation method for a mobile AR (Augmented Reality), comparing it with photo montage and VR (Virtual Reality) which are the main existing methods. After a pilot experiment with 28 subjects in Kobe city, a questionnaire about three landscape simulation methods was implemented. In the results of the questionnaire, the mobile AR method was well evaluated for reproducibility of a landscape, operability, and cost. An evaluation rated as better than equivalent was obtained in comparison with the existing methods. The suitability of mobile augmented reality for landscape simulation was found to be high.
DISTRIBUTED AND SYNCHRONISED VR MEETING USING CLOUD COMPUTING: Availability a...Tomohiro Fukuda
This slide is presented in CAADRIA2012 (The 17th International Conference on Computer Aided Architectural Design Research in Asia).
Abstract. The mobility of people's activities, and cloud computing technologies are becoming advanced in the modern age of information and globalisation. This study describes the availability of discussing spatial design while sharing a 3-dimensional virtual space with stakeholders in a distributed and synchronised environment. First of all, a townscape design support system based on a cloud computing type VR system is constructed. Next, an experiment of a distributed and synchronised discussion of townscape design is executed with subjects who are specialists in the townscape design field. After the experiment, both qualitative mental evaluation and quantitative evaluation were carried out. The conclusions are as follows: 1. Users who use VR frequently and who use videoconferencing consider that the difference with face-to-face discussion is small. 2. A Moiré pattern may occur in a gradation picture. 3. The availability of distributed and synchronised discussions with cloud computing type VR is high.
SOAR: SENSOR ORIENTED MOBILE AUGMENTED REALITY FOR URBAN LANDSCAPE ASSESSMENTTomohiro Fukuda
This slide is presented in CAADRIA2012 (The 17th International Conference on Computer Aided Architectural Design Research in Asia).
Abstract. This research presents the development of a sensor oriented mobile AR system which realizes geometric consistency using GPS, a gyroscope and a video camera which are mounted in a smartphone for urban landscape assessment. A low cost AR system with high flexibility is realized. Consistency of the viewing angle of a video camera and a CG virtual camera, and geometric consistency between a video image and 3DCG are verified. In conclusion, the proposed system was evaluated as feasible and effective.
High Performance Computing for Satellite Image Processing and Analyzing – A ...Editor IJCATR
High Performance Computing (HPC) is the recently developed technology in the field of computer science, which evolved
due to meet increasing demands for processing speed and analysing/processing huge size of data sets. HPC brings together several
technologies such as computer architecture, algorithm, programs and system software under one canopy to solve/handle advanced
complex problems quickly and effectively. It is a crucial element today to gather and process large amount of satellite (remote sensing)
data which is the need of an hour. In this paper, we review recent development in HPC technology (Parallel, Distributed and Cluster
Computing) for satellite data processing and analysing. We attempt to discuss the fundamentals of High Performance Computing
(HPC) for satellite data processing and analysing, in a way which is easy to understand without much previous background. We sketch
the various HPC approach such as Parallel, Distributed & Cluster Computing and subsequent satellite data processing & analysing
methods like geo-referencing, image mosaicking, image classification, image fusion and Morphological/neural approach for hyperspectral satellite data. Collective, these works deliver a snapshot, tables and algorithms of the recent developments in those sectors and
offer a thoughtful perspective of the potential and promising challenges of satellite data processing and analysing using HPC
paradigms.
CAAD FUTURES 2015: Development of High-definition Virtual Reality for Histo...Tomohiro Fukuda
This slide is our research presentation in the 16th CAAD Futures 2015 Conference, at MASP, Sao Paulo, Brazil.
Keywords: Cultural heritage, digital reconstruction, Virtual Reality, visualization, 3D modeling, presentation.
Abstract: This study shows fundamental data for constructing a high-definition VR application under the theme of a three-dimensional visualization to restore past architecture and cities. It is difficult for widespread architectural and urban objects to be rendered in real-time. Thus, in this study, techniques for improving the level of detail (LOD) and representation of natural objects were studied. A digital reconstruction project of Azuchi Castle and old castle town was targeted as a case study. Finally, a VR application with specifications of seven million polygons, texture of 1.87 billion pixels, and 1920 × 1080 screen resolution, was successfully developed that could run on a PC. For the developed VR applications, both qualitative evaluation by experts and quantitative evaluation by end users was performed.
Rendering Process of Digital Terrain Model on Mobile DevicesWaqas Tariq
Digital Terrain Model has been used in many applications especially in Geographical Information System applications. However with the recently improved mobile devices that can support 3 Dimension (3D) content, rendering 3D based terrain on mobile devices is possible. Although mobile devices have improved its capabilities, rendering 3D terrain is tedious due to the constraint in resources of mobile devices. Furthermore, rendering DTM add more constraint and issues to the mobile devices. This paper focuses on the rendering processes of DTM on mobile devices to observe some issues and current constraints occurred. Also to determined the characteristic of terrain properties that will affect the rendering performance. Experiments were performed using five datasets that derived from aerial images. The experimental results are based on speed of rendering and the appearance of the terrain surface. From these results, issues and problems that highlighted in this paper will be the focus of future research.
This presentation is based on the SIGGRAPH 2016 paper which published on research gate. I just prepared and studied the algorithm. https://www.researchgate.net/publication/305217688_Mapping_virtual_and_physical_reality
Realtime Energy Efficient Digital Image Watermarking on Mobile Devices using ...CSCJournals
This paper proposes a real time and energy efficient image watermarking scheme using DCT – DWT hybrid transformation. The proposed method is using a 2 – level of quantization on the Y component of true color image captured in real time and low frequency band coefficients are selected for the dataset prepared of size 256 * 10 using these coefficients, which is supplied to Extreme Learning Machine (ELM) a single layer feed forward network. A normalized column vector of size 256 * 1 is generated by ELM for its usage as key sequence for embedding the watermark. This hybrid transforms provide a better imperceptibility and reduction in the time taken by entire watermarking process i.e. within a second, makes it energy efficient and suitable for the proposed smart phone android app for a real time image watermarking.
Goal location prediction based on deep learning using RGB-D camerajournalBEEI
In the navigation system, the desired destination position plays an essential role since the path planning algorithms takes a current location and goal location as inputs as well as the map of the surrounding environment. The generated path from path planning algorithm is used to guide a user to his final destination. This paper presents a proposed algorithm based on RGB-D camera to predict the goal coordinates in 2D occupancy grid map for visually impaired people navigation system. In recent years, deep learning methods have been used in many object detection tasks. So, the object detection method based on convolution neural network method is adopted in the proposed algorithm. The measuring distance between the current position of a sensor and the detected object depends on the depth data that is acquired from RGB-D camera. Both of the object detected coordinates and depth data has been integrated to get an accurate goal location in a 2D map. This proposed algorithm has been tested on various real-time scenarios. The experiments results indicate to the effectiveness of the proposed algorithm.
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.
Depth of Field Image Segmentation Using Saliency Map and Energy Mapping Techn...ijsrd.com
Image plays a vital role in image processing. In Image processing Depth of Field is to segment the relevant object from an Image. Depth of Field is the space between the near and extreme objects in a scene. The objective of this work is to segment the image using Low Depth of Field .Unsupervised segmentation is used to find low depth of field image. Saliency map and curve evaluation method is created and initialized for the image. Energy map have been employed so as to bring the desired result. Lipschitz function is used to generate the mathematical view of representation. Various Iteration methods have shown the graphical representation of an image. The Segmented results have shown the Object detection in an image.
Integration of a Structure from Motion into Virtual and Augmented Reality for...Tomohiro Fukuda
Proceedings (Full paper reviewed)
Tomohiro Fukuda, Hideki Nada, Haruo Adachi, Shunta Shimizu, Chikako Takei, Yusuke Sato, Nobuyoshi Yabuki, and Ali Motamedi: 2017, Integration of a Structure from Motion into Virtual and Augmented Reality for Architectural and Urban Simulation: Demonstrated in Real Architectural and Urban Projects, Future Trajectories of Computation in Design: 17th International Conference CAAD Futures 2017, p.596, 2017.7
Book (Book contribution)
Tomohiro Fukuda, Hideki Nada, Haruo Adachi, Shunta Shimizu, Chikako Takei, Yusuke Sato, Nobuyoshi Yabuki, and Ali Motamedi: 2017, Integration of a Structure from Motion into Virtual and Augmented Reality for Architectural and Urban Simulation: Demonstrated in Real Architectural and Urban Projects, Computer-Aided Architectural Design - Future Trajectories,pp.60-77,Springer (Communications in Computer and Information Science 724), ISSN 1865-0929,ISBN 978-981-10-5196-8,2017.7
Computational visual simulations are extremely useful and powerful tools for decision-making. The use of virtual and augmented reality (VR/AR) has become a common phenomenon due to real-time and interactive visual simulation tools in architectural and urban design studies and presentations. In this study, a demonstration is performed to integrate structure from motion (SfM) into VR and AR. A 3D modeling method is explored by SfM under real-time rendering as a solution for the modeling cost in large-scale VR. The study examines the application of camera parameters of SfM to realize an appropriate registration and tracking accuracy in marker-less AR to visualize full-scale design projects on a planned construction site. The proposed approach is applied to plural real architectural and urban design projects, and results indicate the feasibility and effectiveness of the proposed approach.
Availability of Mobile Augmented Reality System for Urban Landscape SimulationTomohiro Fukuda
This slide is presented in CDVE2012 (The 9th International Conference on Cooperative Design, Visualization, and Engineering).
Abstract. This research presents the availability of a landscape simulation method for a mobile AR (Augmented Reality), comparing it with photo montage and VR (Virtual Reality) which are the main existing methods. After a pilot experiment with 28 subjects in Kobe city, a questionnaire about three landscape simulation methods was implemented. In the results of the questionnaire, the mobile AR method was well evaluated for reproducibility of a landscape, operability, and cost. An evaluation rated as better than equivalent was obtained in comparison with the existing methods. The suitability of mobile augmented reality for landscape simulation was found to be high.
DISTRIBUTED AND SYNCHRONISED VR MEETING USING CLOUD COMPUTING: Availability a...Tomohiro Fukuda
This slide is presented in CAADRIA2012 (The 17th International Conference on Computer Aided Architectural Design Research in Asia).
Abstract. The mobility of people's activities, and cloud computing technologies are becoming advanced in the modern age of information and globalisation. This study describes the availability of discussing spatial design while sharing a 3-dimensional virtual space with stakeholders in a distributed and synchronised environment. First of all, a townscape design support system based on a cloud computing type VR system is constructed. Next, an experiment of a distributed and synchronised discussion of townscape design is executed with subjects who are specialists in the townscape design field. After the experiment, both qualitative mental evaluation and quantitative evaluation were carried out. The conclusions are as follows: 1. Users who use VR frequently and who use videoconferencing consider that the difference with face-to-face discussion is small. 2. A Moiré pattern may occur in a gradation picture. 3. The availability of distributed and synchronised discussions with cloud computing type VR is high.
SOAR: SENSOR ORIENTED MOBILE AUGMENTED REALITY FOR URBAN LANDSCAPE ASSESSMENTTomohiro Fukuda
This slide is presented in CAADRIA2012 (The 17th International Conference on Computer Aided Architectural Design Research in Asia).
Abstract. This research presents the development of a sensor oriented mobile AR system which realizes geometric consistency using GPS, a gyroscope and a video camera which are mounted in a smartphone for urban landscape assessment. A low cost AR system with high flexibility is realized. Consistency of the viewing angle of a video camera and a CG virtual camera, and geometric consistency between a video image and 3DCG are verified. In conclusion, the proposed system was evaluated as feasible and effective.
High Performance Computing for Satellite Image Processing and Analyzing – A ...Editor IJCATR
High Performance Computing (HPC) is the recently developed technology in the field of computer science, which evolved
due to meet increasing demands for processing speed and analysing/processing huge size of data sets. HPC brings together several
technologies such as computer architecture, algorithm, programs and system software under one canopy to solve/handle advanced
complex problems quickly and effectively. It is a crucial element today to gather and process large amount of satellite (remote sensing)
data which is the need of an hour. In this paper, we review recent development in HPC technology (Parallel, Distributed and Cluster
Computing) for satellite data processing and analysing. We attempt to discuss the fundamentals of High Performance Computing
(HPC) for satellite data processing and analysing, in a way which is easy to understand without much previous background. We sketch
the various HPC approach such as Parallel, Distributed & Cluster Computing and subsequent satellite data processing & analysing
methods like geo-referencing, image mosaicking, image classification, image fusion and Morphological/neural approach for hyperspectral satellite data. Collective, these works deliver a snapshot, tables and algorithms of the recent developments in those sectors and
offer a thoughtful perspective of the potential and promising challenges of satellite data processing and analysing using HPC
paradigms.
CAAD FUTURES 2015: Development of High-definition Virtual Reality for Histo...Tomohiro Fukuda
This slide is our research presentation in the 16th CAAD Futures 2015 Conference, at MASP, Sao Paulo, Brazil.
Keywords: Cultural heritage, digital reconstruction, Virtual Reality, visualization, 3D modeling, presentation.
Abstract: This study shows fundamental data for constructing a high-definition VR application under the theme of a three-dimensional visualization to restore past architecture and cities. It is difficult for widespread architectural and urban objects to be rendered in real-time. Thus, in this study, techniques for improving the level of detail (LOD) and representation of natural objects were studied. A digital reconstruction project of Azuchi Castle and old castle town was targeted as a case study. Finally, a VR application with specifications of seven million polygons, texture of 1.87 billion pixels, and 1920 × 1080 screen resolution, was successfully developed that could run on a PC. For the developed VR applications, both qualitative evaluation by experts and quantitative evaluation by end users was performed.
Rendering Process of Digital Terrain Model on Mobile DevicesWaqas Tariq
Digital Terrain Model has been used in many applications especially in Geographical Information System applications. However with the recently improved mobile devices that can support 3 Dimension (3D) content, rendering 3D based terrain on mobile devices is possible. Although mobile devices have improved its capabilities, rendering 3D terrain is tedious due to the constraint in resources of mobile devices. Furthermore, rendering DTM add more constraint and issues to the mobile devices. This paper focuses on the rendering processes of DTM on mobile devices to observe some issues and current constraints occurred. Also to determined the characteristic of terrain properties that will affect the rendering performance. Experiments were performed using five datasets that derived from aerial images. The experimental results are based on speed of rendering and the appearance of the terrain surface. From these results, issues and problems that highlighted in this paper will be the focus of future research.
This presentation is based on the SIGGRAPH 2016 paper which published on research gate. I just prepared and studied the algorithm. https://www.researchgate.net/publication/305217688_Mapping_virtual_and_physical_reality
Realtime Energy Efficient Digital Image Watermarking on Mobile Devices using ...CSCJournals
This paper proposes a real time and energy efficient image watermarking scheme using DCT – DWT hybrid transformation. The proposed method is using a 2 – level of quantization on the Y component of true color image captured in real time and low frequency band coefficients are selected for the dataset prepared of size 256 * 10 using these coefficients, which is supplied to Extreme Learning Machine (ELM) a single layer feed forward network. A normalized column vector of size 256 * 1 is generated by ELM for its usage as key sequence for embedding the watermark. This hybrid transforms provide a better imperceptibility and reduction in the time taken by entire watermarking process i.e. within a second, makes it energy efficient and suitable for the proposed smart phone android app for a real time image watermarking.
Goal location prediction based on deep learning using RGB-D camerajournalBEEI
In the navigation system, the desired destination position plays an essential role since the path planning algorithms takes a current location and goal location as inputs as well as the map of the surrounding environment. The generated path from path planning algorithm is used to guide a user to his final destination. This paper presents a proposed algorithm based on RGB-D camera to predict the goal coordinates in 2D occupancy grid map for visually impaired people navigation system. In recent years, deep learning methods have been used in many object detection tasks. So, the object detection method based on convolution neural network method is adopted in the proposed algorithm. The measuring distance between the current position of a sensor and the detected object depends on the depth data that is acquired from RGB-D camera. Both of the object detected coordinates and depth data has been integrated to get an accurate goal location in a 2D map. This proposed algorithm has been tested on various real-time scenarios. The experiments results indicate to the effectiveness of the proposed algorithm.
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.
Depth of Field Image Segmentation Using Saliency Map and Energy Mapping Techn...ijsrd.com
Image plays a vital role in image processing. In Image processing Depth of Field is to segment the relevant object from an Image. Depth of Field is the space between the near and extreme objects in a scene. The objective of this work is to segment the image using Low Depth of Field .Unsupervised segmentation is used to find low depth of field image. Saliency map and curve evaluation method is created and initialized for the image. Energy map have been employed so as to bring the desired result. Lipschitz function is used to generate the mathematical view of representation. Various Iteration methods have shown the graphical representation of an image. The Segmented results have shown the Object detection in an image.
A L -H ARM E XPANSION M OVIE B ASED ON V IRTUAL R EALITYcsandit
Animated movies are excellent virtual environments
for creating models in high quality.
Animated movies can include 3D models, sounds and l
ights effects, and detailed maps. In this
paper, a virtual reality movie is applied to Al-Har
am Expansion stages including the future
stage of expansion. 3DMAX program is used to rich t
he maximum benefits of using 3D
modeling. Maps with details are built by using ARCG
IS program in order to understand the real
difference between the three different expansions s
tages clearly and effectively. A novel
technique is presented in order to insert 2D maps a
nd other details in the 3D model built by
3DMAX
Development Prototype Design of Virtual Assembly Application-Based Leap MotionIJAEMSJORNAL
Innovation in design engineering practice is very important in the world of manufacturing in the increasingly competitive global market. Prototyping and evaluation measures are inseparable from the design process in the manufacture of a product. And made one of many physical prototypes require very expensive and time consuming, so the technology of Virtual Reality (VR) is needed, so the industry can quickly and precisely in the decision. VR technology combines a human being with a computer environment visually, touch and hearing, so that the user as if into the virtual world. The goal is that users with hand movements can interact with what is displayed on the computer screen or the user can interact with the environment is unreal to be added into the real world. VR is required for simulations that require a lot of interaction such as prototype assembly methods, or better known as the Virtual Assembly. Virtual Assembly concept which was developed as the ability to assemble a real representation of the physical model, the 3D models in CAD software by simulating the natural movement of the human hand. Leap Motion (accuracy of 0.01mm) was used to replace Microsoft's Kinect (accuracy of 1.5cm) and Motion Glove with flex sensors (accuracy of 1°) in several previous research. Leap mot ion controller is a device that captures every movement of the hand to then be processed and integrated with 3D models in CAD software. And simulation of assembly process virtually in CA D software with hand gestures detected by the leap mot ion, assembly parts can be driven either in translation or rotation, zooming and adding the assembly constraint. It also can perform mouse functions (such as left-click, middle-click, right-click and move the mouse cursor position) to a virtual assembly process simulation on CAD software.
This paper examines the concept of Augmented reality and its various applications in civil engineering. The concept envisages reducing, or rather eliminating errors that creep in during construction process due to human and other technical errors. The concept of AR helps in recreating the architectural and structural drawings in actual scale on the field. This uses the techniques of holographic projections and other mobile applications to create a 3D image of the drawing. The Concept is to create an image of the structure as envisaged on the basis of calculations and compare it in real time with the actual construction, which can help in identifying errors quickly and efficiently.
DEVELOPMENT OF USE FLOW OF 3DCAD/VR SOFTWARE FOR CITIZENS WHO ARE NON-SPECIAL...Tomohiro Fukuda
This slide is presented in CAADRIA2010 (The 13th International Conference on Computer Aided Architectural Design Research in Asia).
The purpose of this study is development of a tool by which citizens who are non-specialists can design a regional revitalization project. Therefore, a 3DCAD/VR (3-Dimensional Computer Aided Design/Virtual Reality) combination system was developed by using SketchUP Pro, GIMP, and UC-win/Road. This system has the advantages of low cost and easy operation. The utility of the system was verified as a result of applying the developed prototype system in the Super Science High School program for high school students created by the Ministry of Education, Culture, Sports, Science and Technology, Japan. It has been used for two years, since 2007. In addition, the characteristics of the VR made by the non-specialists were considered.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
Acetabularia Information For Class 9 .docxvaibhavrinwa19
Acetabularia acetabulum is a single-celled green alga that in its vegetative state is morphologically differentiated into a basal rhizoid and an axially elongated stalk, which bears whorls of branching hairs. The single diploid nucleus resides in the rhizoid.
The French Revolution, which began in 1789, was a period of radical social and political upheaval in France. It marked the decline of absolute monarchies, the rise of secular and democratic republics, and the eventual rise of Napoleon Bonaparte. This revolutionary period is crucial in understanding the transition from feudalism to modernity in Europe.
For more information, visit-www.vavaclasses.com
Normal Labour/ Stages of Labour/ Mechanism of LabourWasim Ak
Normal labor is also termed spontaneous labor, defined as the natural physiological process through which the fetus, placenta, and membranes are expelled from the uterus through the birth canal at term (37 to 42 weeks
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
How to Make a Field invisible in Odoo 17Celine George
It is possible to hide or invisible some fields in odoo. Commonly using “invisible” attribute in the field definition to invisible the fields. This slide will show how to make a field invisible in odoo 17.
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Presenling Landscape Design of sunter Reservoir lJrban
Forest in Virtual Reatrity Landscape IVIodel
Akhmad Arifin Hadit
Department of Lanclscape ArchitectureJaculty of Agriculture, Bogor Agricultural Universiry. Jl, Meranti Kampus
IPts,Dramaga Bogor I 6680 email: landscapeipb@yahoo.com
new med.ia in landscape design presentation in Indonesia.
In VR model, user who operate the program are able to
give commands to the program in order to learn the model
pr.esented witlrout driven by operators. With this excess,
there, is a hypothesis that users may obtain more
inforrnation about the landscape design presented. That is
why, it is important to investigate if the landscape
visualization in VR model can be implemented as
landscape design media with the study case the site which
is involving public in its landscape design process such as
in SRUF. The type of group of public, potential users and
the availability of sufficient tools will influence the
implementation of landscape design presentation in VR
model,
The Quest 3D software was chosen as a tool to develop
VR Model of SRUF because Quest 3D is a real-time
software which able to publish stand-alone executable file
(*.exe) program of3D landscape visualization. The other
excess of VR model tleveloped by Quest 3D is
walkthrough cornmand that possible for user to explore
more inforunation about 3D roodel presented by doing
walkthrough in any direction inside the model. Despite on
those excess, it is impornnt to investigate if The VR
Model of SRUF developed by using Quest 3D is suitable
media to communicate landscape design idea from
designer to users and stakeholders.
II. FUNDAMENTAL THEORY
Landscape visualization has two important elements,
those are the existing reality aud the future intended
reality which represents how the future landscape is going
to be and how the impact to existing feature (Thompson
and Horne, 2006). Landscape visualization attempts to
represent actual places and on-the-ground condition in
three-dimensional (3D) perspecdve and capable to show
future worlds and conditions which people may or may
not able to imagine on their own (Sheppard et al, 2008).
3D visualization can influence classic top down approach
and bottom up approach in order to get the sustainable
landscape planning and design (Lange, 2005) and also can
affect public engagement, credibility, cognition,
awareness, emotions, motivation and behavior of
comrnunity about their environment (Sheppard et al,
2008).
Absttact-The landscape deslgn presentatlon in Virtual
reality (VR) iIodel is a ilow type of landscape design
presentation recently. The objective of the research is
investigating the users opinions about the usage of VR
Model in Landscape Design presentation of Sunter
Reservoir Urban Forest (SR[IF). The software used for
developing VR Model of SURF is Quest 3D. The onllne
method is used for distrlbuting and evaluating VR Model of
SRUF. The result shows that for respondents who are
gtudents of landscapc archltecture department of Bogor
Agricultural Universlty are able to operrte the VR program
and understand about the landscape deslgn idea of SRUF.
The constrain of using YR modcl as media of landscape
design presentation is the large file size of the YR model file
that influences the online distribution by internet and the
performance of YR Model in personal computer set. Those
limiting factors are important to be considered in presentlng
landscape design to public.
Index Terms^*Yirtual Reality, Landscape, Design, Sunter
I. INTRODUCTION
Sunter Reservoir Urban Forest (SRUF) is one of
reservoir and urban forest in Jakarta. The main function
of reservoir in Jakarta is in hydrological aspect as runoff
collector, preventing flood and preserving ground water
supply. The other firnctions of Sunter reservoir are
supporting biodiversity, micro climate and public
recreation. In recent condition, those functions af,e not
optimized yet because of sedimentation, public waste and
settlements surrounded.
The public awareness to conserye SRUF is still low
because the existing condition of SRUF is untidy. It is
important to design the landscape of SRUF and present it
to pubiic in order to raise pubiic awareness that SRUF can
come benefits for social and ecology. The landscape
design should be supported by a good visualization which
able to perform future condition of SRUF. The realistic
3D landscape visualizatiolt may offer advantage to
increase public awareness about environment (Sheppard
et al, 2008).
The Digital 3D landscape visualization can be
performed in severai types, such as 3D still images, 3D
animation and 3D real-time Virtual Reality (VR)
landscape model. The VR landscape model is relatively
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There are 3 main objects in scenery of 3D visualization
of landscape model; they are terrain, trees and buildiugs.
The development of 3D teuain is starting point of 3D
visualization research, because tenain has permanent
impact in visibility. The rest scenery characters such as
trees and buildings have more temporary character that
depends on local poiicy (Ozimek and Ozimek, 2008).
Quest 3D is a tool for creating stunning real-time 3D
multimedia productions and the perfect software package
for creating 3D scenes, i.e. product presentations,
architectural visualization, vir'ual hainings and computer
games (Quest 3D manual). Quest 3D is reai-tirrre software
that have channel system so the users do not have to
worry about syntax error
(h@ ://www.quest3d.com/index.php?id:208). The
working process in Quest 3D is real time, that is mean the
end result of working process canibe seen in run inode in
animation section (Quest 3D manual).
There are several prcrjects in landscape architecture that
are use Quest 3D as software builder for creating 3D real-
time landscape rnodel. Mach (2008) had created a nice
project of Interactile 3D Visualization of a River
Renaturation Measure by using Quest 3D. Quest 3D is
used to create a game-like environment which combines
landscape, terrain and design data. Mach (2008)
rnentioned that the game-like environmerrts should
include a correct representation of design data, a friendly
and good looking layout, a clear distinction between
existing and planned measures and it liad to be easy to
handle and navigate.
M. METTIODOLOGY
A. Time & Place
Sunter Reservoir Urban Forest (SRUF) is located in
North Jakarta, DKI Jakarta Province, Indonesia. The site
was stated as urban forcst of DKI Jakarta by "SK
Penetapan Gubermu DKI Jakarta No. 31711999 tanggal
18 Februari 1999". The area of SRUF stated is about 2
hectares.
B. Method
The research method is survey and descriptive method.
The survey method is used in obtaining primary data from
the site. The descriptive method is used iu obtaining user
opinion about the use of 3D real-tlne landscape
visualization in landscape design of SRUF.
C. Design Method
The landscape design process is corrsist in several
steps, those are inventory, analysis, synthesis, formulating
concepts and site plan. The landscape design model is
made both in 2D site plan and 3D model. In inventory
and analysis, the method of obtaining and analyzing data
are survey and descriptive method.
Diagrams of Landscape Design Steps
D. Visualization Method
The method to create virtual reality (VR) of landscape
model is integrated multimedia, which integrate 2D, 3D
and real-time software (Figure 6). The VR presentation is
built from landscape design of SRUF in 2D and 3D
model. The 3D model of landscape design of SRUF is
made by using Google Sketchup and export it separately
of 3D landform and 3D hardscape into Quest 3D.
The 3D landform and 3D hardscape exported are
combined together in Quest 3D. The 2D hees and 2D
plants models are attached into the model in Quest 3D by
using nature path finding facility. The trees and plants
objects are billboard objects that is built from 2D crossiug
cropped images. GIMP is needed as a tool to crop trees
images which is not available in Quest 3D template.
Diagrams ofvisualization method to create VR
landscape model
The VR model is made in Quest 3D and published as
execute files (*.exe) which able to be opened in each
personal computers or laptops without installing specific
programs. The VR model of landscape design alternatives
and existing model are combined together in one
executable file, so the respondents can operate each VR
model at once. The changing scene and camera
commands between walkthrough and flythrough are
importaut commands which it should be added to the VR
model. The changing of cameras are provided by clicking
button C on PC's keyboard.
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4. E. User Preference Survey Method
The user preference is users' opinion after having
experience operating VR Landscape Model of SRUF. The
online survqy method was established by creating online
questionnaire by using qualtrics.com software. The
questions are about what are experiences operating VR
Landscape Model of SRUF, such as if respondents able to
open and operate the program, ifrespondents understand
about the landscape design presented and what are
respondents' opinion about using Virtual Reality
Landscape Model in Landscape Design Presentations. In
the online questionnaire, there are also inshuctions to
operate the VR program. ,
The respondents selected arer students of Landscape
Architecture of Bogor Agricultural University who are 4,h
semester or above. The respondents selected are students
who already attended the basic subjects in landscape
architecture major and have understanding about
landscape design presentation. The Executable VR Model
File was uploaded to Students of Landscape Architecture
Association (Himaskap) Facebook Group and the
respondents were requested to download it and operate it
in their own PC/laptop. After operating the program,
respondents were asked to fulfill online questionaire
which the link is attached on Himaskap Facebook Group.
IV. RESULTS
The complexity of landscape stmctures covering future
design of SRUF is the main constraint in Quest 3D, The
complexity itself forms the challenging constaints in
landscape modeling and represent it entirety is not
appropriate nor possible for every single model regardless
of its purpose (Thompson and Horne, 2006). Represent
each structures and landscape elements in 2D billboards
and 3D made a large size of the published file. One of
possible efforts to reduce the number of published file
was reducing the number of 2D billboards of shrubs and
detailed of 3D structures. The final published file of VR
Model of SRUF is 32.723 KB from the first published file
66.044 KB.
The large size of published VR model file overcomes a
problem in distibuting it online to respondents related to
speed and capacity of upload/download file by internet
and the capability of respondents PC to run the program.
From 160 respondents invited, only 40 respondents
downloaded the VR model of SRUF file from online file
sharing website and fulfill the online questionnaire. From
40 respondents who downloaded *re program, 5
respondents cannot opened the file in their PC. The
reasons why they cannot operate the program are it was
not responding, blank and working very slowly. Four
respondents who answer cannot open the VR program do
not have dedicated Video Graphics Array (VGA) card in
their computer set and only one respondent has dedicated
VGA card in her computer but it its capacity is only 64
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MB. Ttre performance of VGA card in computer is very
important to operate VR program of SRUF which has file
capacity 32 MB. A personal computer set with high
capacity of VGA dedicated card is very impoftant to
operate the VR Program.
The VR Model of SRUF made by euest 3D is a game_
like environment application with walkthrough. There is a
hypothesis that respondents experiences in playirig 3D
Game application may help the ability of respondents to
operate the VR Model of SRUF. From 35 respondents
who able to operate the program, 79o/o have exferiences
in playing 3D computer game and 2lyo do not have
experieuce in it. On the other hand, from 5 respondents
who cannot operate the pfogram, only one respondent
(20%) has experience iri playing 3D game and 4
respondents (80%) do not have experience in it. From its
proportion it is concluded that experience to operate 3D
game in computer influence the capability of respondents
to operate VR program of SRUF.
The excellence to have VR modet as landscape design
presentation is that users are able to do walkthrough
inside the model with human eye level in any directions.
But human eye level in walkthrough is not enough t<r
show thc entiirety of landscape design model to
respondents. That is why, the VR lr{odel of SRUF was
completed by flythrough in bird eye level that users are
able to watch the entirety of the rnodel in bird exe level.
From 35 respondents who able to operate the program in
their computer,26Yo of Respondents are prefer to do only
walkthrough in the VR model of SRUF and 74% of
respondents are prefer to do both wall:through and
flythrough in it. It shows ttat in landscape design
presentation in YR motlel, the walkthrough
"
and
flythrough commands are very important to be pr6viaed
for user,
The YR landscape model of SRUF in human eye
level
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REFEITENCES
A. Ozimek and P, Ozimek; Compule*Aided Method of Visual
Absorption Capacity E,stimation in Proc Digital Design in
Landscape Architecture (Buhrnann et al-Eds). Wichmann,
Heidelberg. 2008, pp. I 05-l 14
E.M Thompson and M. Horne, Diversity in Virtual Reality Landscape
Modelling in Trends in Proc. Knowledge-Based Landscape
Modelling (Buhmann et al-Eds). Wichmann, Heidelberg,2006, pp.
128-137.
Lange, E. Issues and Questions for research in Communicatingwith the
Public through Yisualizations. in Proo, Trends in Real.Time
Landscape Visualization lnd Partioipation (Buhmann et al-Eds),
Wiohmann, Heidelberg 2005.
R Mach, Interactive 3D Visualization of a River Renaturdtion Measure
- A Project Report. in Proc Digital Design in Landscape
Architectue (Buhmann et al-Eds). Wichmann" Heidelberg. 2008,
pp. 170.175
S.R.J Shcppard, A. Shaw, D. Flanders, and S. Burch. Can Visualization
Save the World? -Lesson /or Landscape Architects from Yisualizing
Locql Climate Chonge in Proc Digital Design in Landscape
Architecture (Buhmann et al,Eds). Wichmaun, Heidelberg. 2008,
pp.2-21
The VR landscape model of SRUF in bird eye
level .
The most importaut result is about user's understanding
of larrdscape desigrr presented in VR model. From 35
respondents who"able to operatc.the VR model of SRIIF,
only one respondent (3%) do not understand about
landscape design of SRUF but 34 respondents (97%) arc
understand about it. It shows that VR model is possible
and capable to be userJ in landscape design presentation.
V. CONCLUSION
Landscape design presentation in VR model is a
nowadays presentation that allow users to get more
information about the site without driven by operators.
For academics people who are landscape architecture's
students of Bogor Agricultural University, presenting
landscape design in [R model which is made by using
Quest 3D software is possible to do but it is limited in by
the big file size of VR Program. It influences the online
distribution by internet and the psri?omance of VR Model
in personal computer set. Those liuriting factors are
important to be considered in presentiug landscape design
to public.
Despite on the limiting factor above, iandscape design
presentation in VR Model is possible provide more
information about the landscape design. In VR Model,
users are able to give commands to program in order to
know about the design information. This is the distinguish
between landscape design presentetion in VR model and
other type of digital presentation where users are only
viewers without capability to give command to the model.
VI. ACKNOWLEDGMENT
Author thanks to Department of Landscape
Architecture of Bogor Agricultural University to support
the submission and presentation of this paper.