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1

Lu, Jisheng. "SVG 3D graphical presentation for Web-based applications." Thesis, University of Gloucestershire, 2015. http://eprints.glos.ac.uk/3430/.

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Due to the rapid developments in the field of computer graphics and computer hardware, web-based applications are becoming more and more powerful, and the performance distance between web-based applications and desktop applications is increasingly closer. The Internet and the WWW have been widely used for delivering, processing, and publishing 3D data. There is increasingly demand for more and easier access to 3D content on the web. The better the browser experience, the more potential revenue that web-based content can generate for providers and others. The main focus of this thesis is on the design, develop and implementation of a new 3D generic modelling method based on Scalable Vector Graphics (SVG) for web-based applications. While the model is initialized using classical 3D graphics, the scene model is extended using SVG. A new algorithm to present 3D graphics with SVG is proposed. This includes the definition of a 3D scene in the framework, integration of 3D objects, cameras, transformations, light models and textures in a 3D scene, and the rendering of 3D objects on the web page, allowing the end-user to interactively manipulate objects on the web page. A new 3D graphics library for 3D geometric transformation and projection in the SVG GL is design and develop. A set of primitives in the SVG GL, including triangle, sphere, cylinder, cone, etc. are designed and developed. A set of complex 3D models in the SVG GL, including extrusion, revolution, Bezier surface, and point clouds are designed and developed. The new Gouraud shading algorithm and new Phong Shading algorithm in the SVG GL are proposed, designed and developed. The algorithms can be used to generate smooth shading and create highlight for 3D models. The new texture mapping algorithms for the SVG GL oriented toward web-based 3D modelling applications are proposed, designed and developed. Texture mapping algorithms for different 3D objects such as triangle, plane, sphere, cylinder, cone, etc. will also be proposed, designed and developed. This constitutes a unique and significant contribution to the disciplines of web-based 3D modelling, as well as to the process of 3D model popularization.
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Yan, Jie. "An Evaluation of Current Applications of 3D Visualization Software in Landscape Architecture." DigitalCommons@USU, 2014. https://digitalcommons.usu.edu/etd/3882.

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The design process is important to all landscape architects. It helps generate ideas to solve problems in an efficient amount of time and insure that all stages of a project are completed. Generally, a design process includes project acquisition, inventory and site analysis, conflicts identification, public involvement, draft products, and final presentation. Among these elements, public involvement has been recognized as one of the most important elements in the landscape design process. It not only helps professionals get projects done smoothly, but it also helps with long-term client retention. Traditional two-dimensional communication methods using renderings, design plans, and maps have not been fully successful in their ability to engage and sufficiently inform clients and stakeholders. While professional planners are able to rely on their experience to help them visualize proposed landscapes, the average client is often overwhelmed by the relatively complex and abstract information, and unable to translate this information into landscape visions. Developments in the field of 3D graphics have dramatically extended possibilities to overcome this barrier by providing a tool that produces designs that are easy to comprehend and helps clients better visualize the end product that the designer has put forth. Some people argue that the high investment cost of 3D software such as ArcGIS, 3Dmax, etc., and its time-consuming process to master, is too great an obstacle for most designers and firms to use the software in their work with the average client or stakeholder. However, little research has been done to investigate the extent to which landscape architects have adopted the 3D software. We know even less about their opinions on the suitability of existing 3D software packages to meet their professional needs. A nationwide survey about current use and future demand for 3D simulation software within the landscape profession was conducted for this thesis. Comprehensive online surveys were sent to two groups: (1) landscape architecture firms and freelance landscape architects; and (2) institutions with landscape architecture programs. In total, 3,434 firms and freelance architects were identified based on data from the American Society of Landscape Architecture. Names and contact information of ninety-one faculty members from institutions with landscape architecture programs were found on the Council of Educators in Landscape Architecture website. The opportunities and challenges of 3D visualization technology and its potential applications in landscape and environmental planning have been examined based on the findings from survey results. The results are relevant to the future improvement and innovation of 3D visualization software in the landscape architecture profession and can assist landscape architecture educators with future curriculum development.
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3

Hozatli, Aykut. "3d Object Recognition By Geometric Hashing For Robotics Applications." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/12610434/index.pdf.

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The main aim of 3D Object recognition is to recognize objects under translation and rotation. Geometric Hashing is one of the methods which represents a rotation and translation invariant approach and provides indexing of structural features of the objects in an efficient way. In this thesis, Geometric Hashing is used to store the geometric relationship between discriminative surface properties which are based on surface curvature. In this thesis surface is represented by shape index and splash where shape index defines particular shaped surfaces and splash introduces topological information. The method is tested on 3D object databases and compared with other methods in the literature.
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4

Saraf, Nikita Sandip. "Leveraging Commercial and Open Source Software to Process and Visualize Advanced 3D Models on a Web-Based Software Platform." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1613748656629076.

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5

Harvey, Louise, and n/a. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software." Griffith University. Griffith Film School, 2007. http://www4.gu.edu.au:8080/adt-root/public/adt-QGU20070810.105026.

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This research assesses the skills and knowledge necessary for the creation of animation in the 3D computer medium. It responds to the argument that students of this new form of animation must learn to apply principles and theories of animation that had their genesis in the early years of traditional, hand-drawn animation (Kroyer, 2002). Many industry notables argue for the use of traditional animation principles in 3D computer animation. John Lasseter, executive vice president at Pixar studios in the United States, represents one such example. He states that 'These principles were developed to make animation, especially character animation, more realistic and entertaining. These principles can and should be applied to 3D computer animation' (Lasseter 1987). The importance of animation principles in all animation mediums is stressed by Oscar-winning traditional animator Gene Deitch. He states that 'Every animated film made today uses those same basic principles developed at the Walt Disney studios during the 1930s. They still apply, no matter which technology is used' (2001). This research report examines the validity of this argument and identifies the tools, principles, and procedures that professional 3D animators are using. Central to this research is the dynamic of the contemporary relevance of traditional animation as an aesthetic, craft and economic entity. Most importantly this research considers how that dynamic might translate into the teaching of 3D animation courses. It is claimed that the findings of this research benefits 3D animation teachers, students, and those who employ them. To conduct on-site research with professional animators, this study enlisted the participation of a small number of animation studios in south-east Queensland, Australia by ensuring the protection of their Intellectual Property. Close observation of their working practices was made and numerous secondary sources of information (3D animation tutorials, books, DVDs, software manuals etc.) examined in order to locate the tools, processes, and principles that CG animators engaged. The findings were applied and critically assessed by means of a practical project (a seven-minute 3D-animated film) which was created concurrently with the research. Recommendations were formulated as to the most useful tools, processes, and principles for the student of computer animation by way of a revision of the existing Queensland College of Art syllabus for teaching computing animation. What follows is an account of the development and context of the project, the research methods applied, and critical analyses of the findings. The research concludes that it is necessary and advantageous to apply traditional animation skills to 3D computer work.
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6

Harvey, Louise. "The Best of Both Worlds: The Application of Traditional Animation Principles in 3D Animation Software." Thesis, Griffith University, 2007. http://hdl.handle.net/10072/365586.

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This research assesses the skills and knowledge necessary for the creation of animation in the 3D computer medium. It responds to the argument that students of this new form of animation must learn to apply principles and theories of animation that had their genesis in the early years of traditional, hand-drawn animation (Kroyer, 2002). Many industry notables argue for the use of traditional animation principles in 3D computer animation. John Lasseter, executive vice president at Pixar studios in the United States, represents one such example. He states that 'These principles were developed to make animation, especially character animation, more realistic and entertaining. These principles can and should be applied to 3D computer animation' (Lasseter 1987). The importance of animation principles in all animation mediums is stressed by Oscar-winning traditional animator Gene Deitch. He states that 'Every animated film made today uses those same basic principles developed at the Walt Disney studios during the 1930s. They still apply, no matter which technology is used' (2001). This research report examines the validity of this argument and identifies the tools, principles, and procedures that professional 3D animators are using. Central to this research is the dynamic of the contemporary relevance of traditional animation as an aesthetic, craft and economic entity. Most importantly this research considers how that dynamic might translate into the teaching of 3D animation courses. It is claimed that the findings of this research benefits 3D animation teachers, students, and those who employ them. To conduct on-site research with professional animators, this study enlisted the participation of a small number of animation studios in south-east Queensland, Australia by ensuring the protection of their Intellectual Property. Close observation of their working practices was made and numerous secondary sources of information (3D animation tutorials, books, DVDs, software manuals etc.) examined in order to locate the tools, processes, and principles that CG animators engaged. The findings were applied and critically assessed by means of a practical project (a seven-minute 3D-animated film) which was created concurrently with the research. Recommendations were formulated as to the most useful tools, processes, and principles for the student of computer animation by way of a revision of the existing Queensland College of Art syllabus for teaching computing animation. What follows is an account of the development and context of the project, the research methods applied, and critical analyses of the findings. The research concludes that it is necessary and advantageous to apply traditional animation skills to 3D computer work.<br>Thesis (Professional Doctorate)<br>Doctor of Visual Arts (DVA)<br>Griffith Film School<br>Full Text
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7

Tång, Alfred. "3D Surround Sound Application for Game Environments." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-26120.

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This report covers the creation and implementation of a 3D audio application using FMOD Ex API. The report will also cover a walkthrough of the basic principles of 3D and surround audio, examples of other uses of 3D audio, a comparison between available technologies today, both software and hardware and finally the result of the implementation of the 3D sound environment software, both server and client. The application was created to explore the use of 3D audio in immersive environments. There was no application like this available when this project was conducted. An inductive approach along with a form of rapid application development and scenario creation was used to achieve the results presented in this report. The implementation resulted in a working client and server software which is able to create a 3D sound environment. Based on a user evaluation the software proved to be quite successful. With the help of the implementation the user, or operator, can now create a sound environment for another user, or a listener. The environment is created and designed by the operator using the client side of the implementation and later played through the server side which is connected to a 4.1 speaker system. The operator can steer and add sounds from the client to an active environment and the listener can experience the change in real time. This project was conducted as a bachelor thesis in computer science at Mälardalens University in Västerås, Sweden.
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8

Kondrak, Krzysztof. "Design and implementation of application independent easy-to-use game engine." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-18460.

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<p>The objective of this Master's thesis is to study whether it is possible to create a versatile game engine that can be both application independent and easy to use. In order to study this issue, we have implemented a prototype game engine that supports 2D game development. The system includes predefined programming constructs in order to make game development faster and easier.The conclusion of this thesis work is that the presented problem, while theoretically possible to solve, would introduce too many practical problems during the game development. Furthermore, we conclude that growth in ease of use may limit the functionality of the engine.</p>
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Butler, Douglas. "Presentations Using Autograph." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-79554.

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10

Broichhausen, Heike [Verfasser]. "Mudstone Compaction and Overpressure Calculation in a 3D Petroleum Systems Analysis Tool: Development of the Software and Application to the North Sea / Heike Broichhausen." Aachen : Shaker, 2004. http://d-nb.info/1170545440/34.

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11

Křupka, Jiří. "Vývoj ventilačních turbín." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2017. http://www.nusl.cz/ntk/nusl-318680.

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This Master thesis solves a construction development of alternative modular mechanical systems for ventilation turbines. A research part of the thesis deals with the issues of transported medium (air) and ventilation, as well as functions, designs of ventilation turbines, and finally it provides an overview of ventilation turbines produced by manufacturers worldwide; these are used for ventilation of residential, commercial, industrial or agricultural structures using the natural or hybrid ventilation. A construction - design part is focused on creating 3D models of selected alternative modular adjustable ventilation turbines according to the data provided by the thesis supervisor and then on establishing a system for calculating the shapes of blades relative to the airflow for additional axial fan of ventilation turbines. For this purpose, a customized software application VENTILATOR (GUI) was developed to allow a flexible change of input calculation parameters and thus a fast modification of the curve shape in the 3D model of the axial fan blade.
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12

Müller, Richard. "Software Visualization in 3D." Doctoral thesis, Universitätsbibliothek Leipzig, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-164699.

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The focus of this thesis is on the implementation, the evaluation and the useful application of the third dimension in software visualization. Software engineering is characterized by a complex interplay of different stakeholders that produce and use several artifacts. Software visualization is used as one mean to address this increasing complexity. It provides role- and task-specific views of artifacts that contain information about structure, behavior, and evolution of a software system in its entirety. The main potential of the third dimension is the possibility to provide multiple views in one software visualization for all three aspects. However, empirical findings concerning the role of the third dimension in software visualization are rare. Furthermore, there are only few 3D software visualizations that provide multiple views of a software system including all three aspects. Finally, the current tool support lacks of generating easy integrateable, scalable, and platform independent 2D, 2.5D, and 3D software visualizations automatically. Hence, the objective is to develop a software visualization that represents all important structural entities and relations of a software system, that can display behavioral and evolutionary aspects of a software system as well, and that can be generated automatically. In order to achieve this objective the following research methods are applied. A literature study is conducted, a software visualization generator is conceptualized and prototypically implemented, a structured approach to plan and design controlled experiments in software visualization is developed, and a controlled experiment is designed and performed to investigate the role of the third dimension in software visualization. The main contributions are an overview of the state-of-the-art in 3D software visualization, a structured approach including a theoretical model to control influence factors during controlled experiments in software visualization, an Eclipse-based generator for producing automatically role- and task-specific 2D, 2.5D, and 3D software visualizations, the controlled experiment investigating the role of the third dimension in software visualization, and the recursive disk metaphor combining the findings with focus on the structure of software including useful applications of the third dimension regarding behavior and evolution.
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13

Watson, Stephen H. (Stephen Howard) Carleton University Dissertation Engineering Systems and Computer. "3D visualization of software architectures." Ottawa, 1996.

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14

Zhu, Junyi S. M. Massachusetts Institute of Technology. "A software pipeline for converting 3D models into 3D breadboards." Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/122732.

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Thesis: S.M. in Computer Science and Engineering, Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2019<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 44-46).<br>3D breadboards are a new form of physical prototypes with breadboard functions directly integrated into its surfaces. 3D breadboards offer both the flexibility and re-configurability of breadboards, while also integrating well with the shape of the prototype. As a result, 3D breadboards can be used to test function directly in context of the actual physical form. Our custom 3D editor plugin supports designers in the process of converting 3D models into 3D breadboards. Our plugin first generates a pinhole pattern on the surface of the 3D model; designers can then connect the holes into power lines and terminal strips depending on the desired layout. To fabricate the 3D breadboards, designers only have to 3D print the housing and then fill the wire channels with conductive silicone. We explore a number of computational design and computer graphics approaches to convert arbitrary 3D models into 3D breadboards. We demonstrate a range of different interactive prototypes designed by our software system, and report on a user study with six participants to validate the concept of integrating breadboards into physical prototypes.<br>by Junyi Zhu.<br>S.M. in Computer Science and Engineering<br>S.M.inComputerScienceandEngineering Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
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Wang, Li. "Understanding software evolution using 3D visualization." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp01/MQ35536.pdf.

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Dixon, Philip. "FrameMaker software applications handbook /." Online version of thesis, 1992. http://hdl.handle.net/1850/12157.

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Mirpour, Sasha. "A Comparison of 3D Camera Tracking Software." Thesis, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-779.

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<p>In the past decade computer generated images have become widely used in the visual effects industry. One of the main reasons is being able to seamlessly blend three dimensional (3D) animation with live-action footage. In this study, different 3D camera tracking software (also referred to as matchmoving) is compared focusing on workflow, user-friendly system, and quality of production.</p>
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Stenmarck, Martin. "Software development of visualization tool for 3D." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-68255.

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The visualization is an important and vital tool of describing complex data for an uninitialized user. SICK has developed an array of advanced machine vision cameras all capable of producing large data sets of information at a high rate. Although capable of fast data handling and the ability of controlling robots and other types of controls, the data used for these calculations can be showed for an easy and fast feedback to the users or in a sales situation. The visualization available today, although fairly fast, is limited to a gradient textured model with few tools. Based on OpenGL the current visualization requires a wrapper to handle correctly within .NET applications which is the preferred platform at SICK. This thesis studies the possibility and development of new visualization tool based on .NET capable of adding textures and interaction with the visualization. Since the data derived from the different cameras can occur in so many different ways a robust application ia needed. With the use of Windows presentation Foundation (WPF) framework the application is divided in three components. The first one is a library capable of reading the correct section of the file and then structuring the data. The second component is a user control; this allows the visualization to be constructed and displayed with ease within all .NET applications. The third component is a application which make use of the two other components to display and interact with the visualization. The developed visualization can display several different textures and has support for full navigation in the form of zoom, panning and rotation. The application is developed in .NET for easy integration with other applications and tools. WPF has a straightforward way of handling 3d content, however it is mostly used for small elements of 3D not for as large models as provided by the cameras. By subsampling the data set, the loading time can be reduced to an acceptable value. Although visualizing the data in a detailed and interactive way, the WPF-framework is on its knees when handling the larger files. There are several limitations in WPF which indicates the unsuitability as the main graphical engine.<br>Visualisering är ett viktigt och nödvändigt verktyg för att beskriva komplexa data för en oinitierad användare. SICK har utvecklat en rad avancerade kameror som alla kan producera stora datamängder i hög takt. Även om kamerorna klarar av snabb datahantering och kan styra robotar och andra typer av kontroller, kan datan som används för dessa beräkningar även visas för en enkel och snabb återkoppling till användare eller i en säljsituation. Visualisering som finns idag är begränsad till en enkel modell med få verktyg. Denna avhandling studerar möjligheten och utvecklingen av ett nytt visualiseringsverktyg. Eftersom datan kommer från olika kameror behövs ett robust och mångsidigt system. Med hjälp av Windows Presentation Foundation (WPF) som ramverk är programvaran indelad i tre delar. Den första är ett bibliotek som kan läsa rätt del av filen och sedan strukturera data. Den andra komponenten är en kontroll, vilket gör att visualisering kan byggas och visas med lätthet inom alla .NET-applikationer. Den tredje komponenten är en applikation som använder sig av de två andra komponenterna för att visa och interagera med visualiseringen. Den utvecklade visualisering kan visa flera olika texturer och har stöd för full navigering i form av zoom, panorering och rotation. WPF har ett enkelt sätt att hantera 3D-objekt, men det används mestadels för mindre tillämpningar och inte för så stora modeller som tillhandahålls av kamerorna. Genom att sampla ner datamängden, så kan belastningen minskas. Även om kraven uppfylls och programvaran är användbar så finns det flera begränsningar i WPF som indikerar att det är en olämplig plattform för denna uppgift.
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Mohamed, Tamer Abdullah Gharieb. "Development of a 3D bioprinting software toolchain." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/50025.

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In recent years, three-dimensional (3D) printers have revolutionized the process of prototyping and manufacturing inanimate objects. Extending this technology to tissue engineering as a means of creating customized in vitro tissue constructs that mimic in vivo conditions is a relatively new idea that has the potential to transform the way biological research is conducted. Biological tissues are inherently complex 3D heterogeneous structures. Many of these tissues are made up of building blocks that vary in composition and morphology. These building blocks are organized into different levels and locations which allow them to interact with one another in unique ways such that the overall tissue structure exhibits a specific biological function. Designing and then printing 3D biological structures composed of multiple cell-encapsulated building blocks, each programmed by composition and architecture and printed using different properties, is a challenge in tissue engineering. This thesis presents the development of a 3D bioprinting software toolchain for the design and printing of software-programmable tissues. The 3D bioprinting software toolchain is built around a novel bottom-up tissue engineering design method. The Tissue Building Block Design (TBBD) method seeks to enable the assembling of complex biological structures from a set of simpler building blocks, each coded with unique material compositions, printing properties, and architectures. Algorithms were developed to generate the layer-by-layer heterogeneous process plans required to 3D print tissue models designed using the TBBD method. We evaluate the performance of our implementation of the TBBD method by analyzing execution times and performing a comparison against a more standard design approach. We then analyze and discuss the effect of design choices and printing parameters on the overall printing process and the challenges associated with our microfluidics-based method of bioprinting. We also demonstrate the functionality and asses the capabilities of the 3D bioprinting software toolchain by printing several different heterogeneous hydrogel structures using our 3D bioprinter.<br>Applied Science, Faculty of<br>Electrical and Computer Engineering, Department of<br>Graduate
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Gadapa, Shalini. "Assessing SeeIT 3D, A Software Visualization Tool." Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342116578.

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Zavada, Ivan. "3D Composer: A Software for Micro-composition." Thesis, The University of Sydney, 2009. http://hdl.handle.net/2123/5461.

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The aim of this compositional research project is to find new paradigms of expression and representation of musical information, supported by technology. This may further our understanding of how artistic intention materialises during the production of a musical work. A further aim is to create a software device, which will allow the user to generate, analyse and manipulate abstract musical information within a multi-dimensional environment. The main intent of this software and composition portfolio is to examine the process involved during the development of a compositional tool to verify how transformations applied to the conceptualisation of musical abstraction will affect musical outcome, and demonstrate how this transformational process would be useful in a creative context. This thesis suggests a reflection upon various technological and conceptual aspects within a dynamic multimedia framework. The discussion situates the artistic work of a composer within the technological sphere, and investigates the role of technology and its influences during the creative process. Notions of space are relocated in the scope of a personal compositional direction in order to develop a new framework for musical creation. The author establishes theoretical ramifications and suggests a definition for micro-composition. The main aspect focuses on the ability to establish a direct conceptual link between visual elements and their correlated musical output, ultimately leading to the design of a software called 3D-Composer, a tool for the visualisation of musical information as a means to assist composers to create works within a new methodological and conceptual realm. Of particular importance is the ability to transform musical structures in three-dimensional space, based on the geometric properties of micro-composition. The compositions Six Electroacoustic Studies and Dada 2009 display the use of the software. The formalisation process was derived from a transposition of influences of the early twentieth century avant-garde period, to a contemporary digital studio environment utilising new media and computer technologies for musical expression.
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Zavada, Ivan. "3D Composer: A Software for Micro-composition." University of Sydney, 2009. http://hdl.handle.net/2123/5461.

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Doctor of Philosophy<br>The aim of this compositional research project is to find new paradigms of expression and representation of musical information, supported by technology. This may further our understanding of how artistic intention materialises during the production of a musical work. A further aim is to create a software device, which will allow the user to generate, analyse and manipulate abstract musical information within a multi-dimensional environment. The main intent of this software and composition portfolio is to examine the process involved during the development of a compositional tool to verify how transformations applied to the conceptualisation of musical abstraction will affect musical outcome, and demonstrate how this transformational process would be useful in a creative context. This thesis suggests a reflection upon various technological and conceptual aspects within a dynamic multimedia framework. The discussion situates the artistic work of a composer within the technological sphere, and investigates the role of technology and its influences during the creative process. Notions of space are relocated in the scope of a personal compositional direction in order to develop a new framework for musical creation. The author establishes theoretical ramifications and suggests a definition for micro-composition. The main aspect focuses on the ability to establish a direct conceptual link between visual elements and their correlated musical output, ultimately leading to the design of a software called 3D-Composer, a tool for the visualisation of musical information as a means to assist composers to create works within a new methodological and conceptual realm. Of particular importance is the ability to transform musical structures in three-dimensional space, based on the geometric properties of micro-composition. The compositions Six Electroacoustic Studies and Dada 2009 display the use of the software. The formalisation process was derived from a transposition of influences of the early twentieth century avant-garde period, to a contemporary digital studio environment utilising new media and computer technologies for musical expression.
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Brage, Carl. "Synchronizing 3D data between software : Driving 3D collaboration forward using direct links." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175165.

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In the area of 3D visualization there are often several stages in the design process. These stages can involve creating a model, applying a texture to the model and creating a rendered image from the model. Some software can handle all stages of the process while some are focused on a single stage to try to perfect and narrow down the service provided. In this case there needs to be a way to transfer 3D data between software in an efficient way where the user experience isn’t lacking. This thesis explores the area of 3D data synchronization by first getting foundation from the prestudy and literature study. The findings from these studies are used in a shared file-based implementation and a design of a network-based system. The work presented in this thesis forms a comprehensive overview which can be used for future work.
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Pennicard, David. "3D detectors for synchrotron applications." Thesis, University of Glasgow, 2009. http://theses.gla.ac.uk/694/.

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3D detectors are a novel variety of photodiode radiation detector, invented by Parker, Kenney and Segal (1997). Instead of having n- and p-type contacts on the front and back surfaces of a silicon substrate, like a standard photodiode, they have columns of doped material passing through the thickness of the silicon. This structure means that the detector can combine a reasonable substrate thickness with a very small electrode spacing, resulting in a low depletion voltage, fast charge collection and low charge sharing. These detectors have a couple of promising applications. Their fast charge collection and low depletion voltage should make them very radiation-tolerant. So, they could be used for future particle physics experiments at the Super Large Hadron Collider (SLHC), where high levels of radiation damage are expected. Also, their low charge sharing means they could potentially improve X-ray diffraction measurements at synchrotrons such as Diamond Light Source. This would allow these experiments, for example, to determine the structures of biological molecules more accurately. However, before 3D devices can be used in practical experiments, their design and fabrication must be optimised to ensure that reliable, high-performance detectors can be produced on a reasonably large scale. The aim of this thesis is to evaluate and understand the behaviour of a variety of 3D detectors using a combination of lab tests and computer simulations. Using these results, future fabrication runs can then be re-designed to improve their performance. Firstly, the "Synopsys TCAD" simulation package was used to determine the optimum design for 3D detectors at the SLHC. It was found that the device behaviour depends strongly on the electrode spacing, and the choice of spacing requires a trade-off between different effects. Using a smaller spacing reduces the detector's operating voltage, and improves the charge collection efficiency by reducing carrier trapping. However, reducing the spacing also increases the capacitance, resulting in greater noise, and also increases the insensitive volume occupied by the columns. At SLHC radiation damage levels, the optimal electrode spacing was found to be 40-55 micrometres. CNM (Centro Nacional de Microelectronica) in Barcelona have produced a set of "double sided" 3D detectors. The n- and p-type columns in these devices are etched from opposite sides of the substrate and do not pass through the full substrate thickness. Computer simulations show that these detectors should give similar performance to full-3D detectors. The main difference is that these devices have slower charge collection around their front and back surfaces. Basic electrical characterisation of the detectors showed that they have low depletion voltages. However, the guard ring current varied a great deal between detectors, though this was fixed by using better guard structures. Charge collection tests on these detectors using beta particles gave mixed results. A heavily-irradiated detector gave a relatively high collection signal, similar to the simulated value, which demonstrated the structure's radiation hardness. However, an unirradiated detector gave an unexpectedly low collection signal. This was perhaps due to poor coupling between this detector and the readout chip. Three of these "double-sided" 3D detectors were bonded to Medipix2 pixel readout chips. These chips are specifically designed for X-ray detection, and can count individual photon hits. The detectors worked successfully, and initial lab tests demonstrated that they depleted extremely rapidly. The detectors were then tested in an X-ray beam at Diamond Light Source. These tests showed that the detectors have lower charge sharing than a standard planar photodiode. For example, 24% of the hits on a double-sided 3D detector at 22V were shared, compared to 40% on a planar detector at 100V. A set of devices with a simplified "single-type-column" structure, fabricated by FBK-IRST in Trento, were also tested. Simulations showed that although this structure will have a low depletion voltage and fast electron collection, the hole collection will be slow. This will result in poorer behaviour than full- and double-sided 3D detectors. This was confirmed by lab tests, which showed that when the detector was coupled to fast readout electronics, the charge collection efficiency was reduced due to ballistic deficit.
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Davidchenko, O. V., Вікторія Семенівна Курочкіна, Виктория Семеновна Курочкина, and Viktoriia Semenivna Kurochkina. "Medical applications for 3D printing." Thesis, Sumy State University, 2020. https://essuir.sumdu.edu.ua/handle/123456789/78068.

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3D printing is the production of an object based on various three-dimensional models located on a digital medium. The printing process is based on the principle of laying a large number of thin layers one after the other. 3D printing can be of different types, both laser or inkjet, and extrusion. Most common are inkjet printers. This method is non-contact and can use thermal, piezoelectric or electromagnetic technology to apply very small drops of living cells and various biomaterials to a special surface, conforming to all digital instructions for the production of soft tissues or individual human organs.
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Cepa, Vasian. "Attribute enabled software development illustrated with mobile software applications." Saarbrücken VDM, Müller, 2005. http://deposit.d-nb.de/cgi-bin/dokserv?id=2939598&prov=M&dok_var=1&dok_ext=htm.

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Cepa, Vasian. "Attributed enabled software development : illustrated with mobile software applications /." Saarbrücken : VDM, Verl. Dr. Müller, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?id=2939598&prov=M&dok_var=1&dok_ext=htm.

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Ahmed, A. S. E. "Finite elements software and applications." Thesis, Loughborough University, 1987. https://dspace.lboro.ac.uk/2134/11573.

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The contents of this thesis are a detailed study of the software for the finite element method. In the text, the finite element method is introduced from both the engineering and mathematical points of view. The computer implementation of the method is explained with samples of mainframe, mini- and micro-computer implementations. A solution is presented for the problem of limited stack size for both mini- and micro-computers which possess stack architecture. Several finite element programs are presented. Special purpose programs to solve problems in structural analysis and groundwater flow are discussed. However, an efficient easy-to-use finite element program for general two-dimensional problems is presented. Several problems in groundwater flow are considered that include steady, unsteady flows in different types of aquifers. Different cases of sinks and sources in the flow domain are also considered. The performance of finite element methods is studied for the chosen problems by comparing the numerical solutions of test problems with analytical solutions (if they exist) or with solutions obtained by other numerical methods. The polynomial refinement of the finite elements is studied for the presented problems in order to offer some evidence as to which finite element simulation is best to use under a variety of circumstances.
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Liang, Dong. "Automatic generation of software applications." Doctoral thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2014. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-149742.

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The Model Driven Architecture (MDA) allows moving the software development from the time consuming and error-prone level of writing program code to the next higher level of modeling. In order to gain benefit from this innovative technology, it is necessary to satisfy two requirements. These are first, the creation of compact, complete and correct platform independent models (PIM) and second, the development of a flexible and extensible model transformation framework taking into account frequent changes of the target platform. In this thesis a platform-based methodology is developed to create PIM by abstracting common modeling elements into a platform independent modeling library called Design Platform Model (DPM). The DPM contains OCL-based types for modeling primitive and collection types, a platform independent GUI toolkit as well as other common modeling elements, such as those for IO-operations. Furthermore, a DPM profile containing diverse domain specific and design pattern-based stereotypes is also developed to create PIM with high-level semantics. The behavior in PIM is specified using an OCL-like action language called eXecutable OCL (XOCL), which is also developed in this thesis. For model transformation, the model compiler MOCCA is developed based on a flexible and extensible architecture. The model mapper components in the current version of MOCCA are able to map desktop applications onto JSE platform; the both business object layer and persistence layer of a three-layered enterprise applications onto JEE platform and SAP ABAP platform. The entire model transformation process is finished with complete code generation.
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GAZZOLA, LUCA. "Field Testing of Software Applications." Doctoral thesis, Università degli Studi di Milano-Bicocca, 2019. http://hdl.handle.net/10281/241221.

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Quando interagiscono con sistemi software, gli utenti potrebbero dover affrontare problemi come crash, fallimenti e instabilità del programma. Il software difettoso in esecuzione sul campo non è solo la conseguenza di tecniche di verifica inefficaci, ma è anche dovuto alla complessità e alla diversità delle interazioni tra un'applicazione e il suo ambiente. Molte di queste interazioni sono difficilmente previste al momento del test, e anche quando potrebbero essere previste, spesso ci sono così tanti casi da testare che non possono essere affrontati in modo fattibile prima che il software sia rilasciato. Il testing sul campo si propone di affrontare il problema dei fallimenti delle applicazioni sul campo spostando la fase di test direttamente nell'ambiente di produzione. Ciò rende possibile sfruttare diversi scenari che altrimenti sarebbero difficili da catturare con test tradizionali. In questa tesi esploriamo l'area del testing sul campo del software, presentiamo uno studio che caratterizza il problema delle applicazioni che falliscono sul campo, un'architettura client-server che può essere sfruttata per organizzare e controllare il processo di test sul campo e un approccio di test che sfrutta l’ambiente di produzione come banco di prova per l'esecuzione dei test case. L'approccio presentato viene valutato empiricamente su un dataset di errori del software, dimostrando che il 35% dei guasti non rilevati internamente potrebbe essere stato rivelato con test sul campo.<br>When interacting with their software systems, users may have to deal with problems like crashes, failures, and program instability. Faulty software running in the field is not only the consequence of ineffective in-house verification and validation techniques, but it is also due to the complexity and diversity of the interactions between an application and its environment. Many of these interactions can be hardly predicted at testing time, and even when they could be predicted, often there are so many cases to be tested that they cannot be all feasibly addressed before the software is released. Field testing aims to tackle the problem of applications failing in the field by moving the testing phase directly in the field environment. This makes it possible to exploit different scenarios that would otherwise be difficult to capture with in-house testing. In this Ph.D. thesis we explore the area of software field testing, we present a study that characterizes the problem of applications failing in the field, a client-server architecture that can be exploited to organize and control the field testing process and a testing approach that exploits the field itself as testbed for running the test cases. The presented approach is empirically evaluated on a popular dataset of software faults demonstrating that 35% of the faults that were not discovered in-house could have been revealed with field testing.
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Glänzel, Janine. "Kurzvorstellung der 3D-FEM Software SPC-PM3AdH-XX." Universitätsbibliothek Chemnitz, 2009. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200900211.

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In diesem Preprint wird die Weiterentwicklung der 3D-FEM Software SPC-PM3Adh-XX kurz vorgestellt. Die Einleitung beschreibt schematisch den Ablauf des Programms und sechs Programmversionen. Weiterhin werden die allgemeinen Bedienungsanleitungen und die Funktionalität der einzelnen Versionen aufgeführt. Im letzten Abschnitt, dem Anhang, werden kurz das Standardfile und das Radiale Basisfunktionen-Datenfile erklärt.
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Tyson, Robert E. "SOVIST-3D, three-dimensional software visualization in Smalltalk." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ36881.pdf.

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Ramstedt, Clayton D. "Modular 3D Printer System Software For Research Environments." BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8688.

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The Nordin group at Brigham Young University has been focused on developing 3D printing technology for fabrication of lab-on-a-chip (microfluidic) devices since 2013. As we showed in 2015, commercial 3D printers and resins have not been developed to meet the highly specialized needs of microfluidic device fabrication. We have therefore created custom 3D printers and resins specifically designed to meet these needs. As part of this development process, ad hoc 3D printer control software has been developed. However, the software is difficult to modify and maintain to support the numerous experimental iterations of hardware used in our custom 3D printers. This highlights the need for modular yet reliable system software that is easy to use, learn, and work with to adapt to the unique challenges of a student workforce. This thesis details the design and implementation of new 3D printer system software that meets these needs. In particular, a software engineering principle-based design approach is taken that lends itself to several specific development patterns that permit easy incorporation of new hardware into a 3D printer to enable rapid evaluation of and development with such new hardware.
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Timsina, Achyuta, and Shree Dimna Prajapati. "Mobile Applications Evolution." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2579.

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Due to improved computing power, connectivity and interaction capability of mobile devices, their popularity and general acceptance in mass population has increased in recent years. Mobile applications are software systems running on mobile hand-held devices such as smart phones and tablets. Due to obvious differences in mobile applications, the evolution studies on them is of high importance. The primary objective is to study and compare the mobile applications evolution with the Lehman&apos;s laws of software evolution. Next is to identify and report how the software development team size influences mobile applications evolution. The study is conducted on 9 different open source mobile applications among which 5 were developed by single core developer and 4 were developed by multiple core developers. The selected projects&apos; code repository is cloned into local copy and a number of tools are used on those repositories for extraction of relevant metrics from the artifacts. The Lehman laws are tested graphically, analytically and in some cases statistically. Six of the Lehman&apos;s laws are tested for validation in sample mobile applications. Among the six laws, I-Continuing Change is found supportive, III-Self Regulation and VI-Continuing Growth are found partial supportive in mobile applications. The II-Increasing complexity and V-Conservation of Familiarity are inconclusive. The IV-Conservation of Organizational Stability is not supportive in our sample mobile applications. Moreover, mobile applications are developed by a single or a few developers. Small team mobile projects have less time between releases compared to large team projects. The growth pattern of mobile applications is different than that predicted by Lehman laws.
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Han, Ching-Pei B. "3D alchemy : a guide to 3D realistic computer graphics /." Online version of thesis, 1993. http://hdl.handle.net/1850/11747.

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Fourtinon, Luc. "3D conformal antennas for radar applications." Thesis, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2017. http://www.theses.fr/2017IMTA0060/document.

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Embarqué sous le radôme du missile, les autodirecteurs existants utilisent une rotation mécanique du plan d’antenne pour balayer le faisceau en direction d’une cible. Les recherches actuelles examinent le remplacement des composantes mécaniques de rotation de l’antenne par un nouveau réseau d’antennes 3D conformes à balayage électronique. Les antennes 3D conformes pourraient offrir des avantages significatifs, tels qu’un balayage plus rapide et une meilleure couverture angulaire mais qui pourraient aussi offrir de nouveaux challenges résultant d’un diagramme de rayonnement plus complexes en 3D qu’en 2D. Le nouvel autodirecteur s’affranchit du système mécanique de rotation ce qui libère de l’espace pour le design d’une nouvelle antenne 3D conforme. Pour tirer le meilleur parti de cet espace, différentes formes de réseaux sont étudiées, ainsi l’impact de la position, de l’orientation et de la conformation des éléments est établi sur les performances de l’antenne, en termes de directivité, ellipticité et de polarisation. Pour faciliter cette étude de réseaux 3D conformes, un programme Matlab a été développé, il permet de générer rapidement le diagramme de rayonnement en polarisation d’un réseau donné dans toutes les directions. L’une des tâches de l’autodirecteur consiste à estimer la position d’une cible donnée afin de corriger la trajectoire du missile. Ainsi, l’impact de la forme du réseau sur l’erreur entre la direction d’arrivée mesurée de l’écho de la cible et sa vraie valeur est analysé. La borne inférieure de Cramer-Rao est utilisée pour calculer l’erreur minimum théorique. Ce modèle suppose que chaque élément est alimenté séparément et permet ainsi d’évaluer le potentiel des réseaux 3D conformes actifs.Finalement, l’estimateur du monopulse en phase est étudié pour des réseaux 3D conformes dont les quadrants n’auraient pas les mêmes caractéristiques. Un nouvel estimateur, plus adapté à des quadrants non identiques, est aussi proposé<br>Embedded below the radome of a missile, existing RF-seekers use a mechanical rotating antenna to steer the radiating beam in the direction of a target. Latest research is looking at replacing the mechanical antenna components of the RF-seeker with a novel 3D conformal antenna array that can steer the beam electronically. 3D antennas may offer significant advantages, such as faster beam steering and better coverage but, at the same time, introduce new challenges resulting from a much more complex radiation pattern than that of 2D antennas. Thanks to the mechanical system removal, the new RF-seeker has a wider available space for the design of a new 3D conformal antenna. To take best benefits of this space, different array shapes are studied, hence the impact of the position, orientation and conformation of the elements is assessed on the antenna performance in terms of directivity, ellipticity and polarisation. To facilitate this study of 3D conformal arrays, a Matlab program has been developed to compute the polarisation pattern of a given array in all directions. One of the task of the RF-seeker consists in estimating the position of a given target to correct the missile trajectory accordingly. Thus, the impact of the array shape on the error between the measured direction of arrival of the target echo and its true value is addressed. The Cramer-Rao lower bound is used to evaluate the theoretical minimum error. The model assumes that each element receives independently and allows therefore to analyse the potential of active 3D conformal arrays. Finally, the phase monopulse estimator is studied for 3Dconformal arrays whose quadrants do not have the same characteristics. A new estimator more adapted to non-identical quadrants is also proposed
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Fourtinon, L. "3D conformal antennas for radar applications." Thesis, Cranfield University, 2018. http://dspace.lib.cranfield.ac.uk/handle/1826/13359.

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Embedded below the radome of a missile, existing RF-seekers use a mechanical rotating antenna to steer the radiating beam in the direction of a target. Latest research is looking at replacing the mechanical antenna components of the RF seeker with a novel 3D conformal antenna array that can steer the beam electronically. 3D antennas may oer signicant advantages, such as faster beamsteering and better coverage but, at the same time, introduce new challenges resulting from a much more complex radiation pattern than that of 2D antennas. Thanks to the mechanical system removal, the new RF-seeker has a wider available space for the design of a new 3D conformal antenna. To take best benets of this space, dierent array shapes are studied, hence the impact of the position, orientation and conformation of the elements is assessed on the antenna performance in terms of directivity, ellipticity and polarisation. To facilitate this study of 3D conformal arrays, a Matlab program has been developed to compute the polarisation pattern of a given array in all directions. One of the task of the RF-seeker consists in estimating the position of a given target to correct the missile trajectory accordingly. Thus, the impact of the array shape on the error between the measured direction of arrival of the target echo and its true value is addressed. The Cramer-Rao lower bound is used to evaluate the theoretical minimum error. The model assumes that each element receives independently and allows therefore to analyse the potential of active 3D conformal arrays. Finally, the phase monopulse estimator is studied for 3D conformal arrays whose quadrants do not have the same characteristics. A new estimator more adapted to non-identical quadrants is also proposed.
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Початко, Тетяна Володимирівна, Татьяна Владимировна Початко, Tetiana Volodymyrivna Pochatko, and Y. Znamenshchykov. "Methods and applications of 3D printing." Thesis, Видавництво СумДУ, 2011. http://essuir.sumdu.edu.ua/handle/123456789/13441.

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Pistellato, Mara <1991&gt. "Structured-light 3D reconstruction and applications." Doctoral thesis, Università Ca' Foscari Venezia, 2019. http://hdl.handle.net/10579/17850.

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An increasing number of modern Computer Vision applications rely on the usage of depth data, allowing the accomplishment of several tasks otherwise being complex or impractical. As a consequence, a large amount of 3D acquisition methods have been proposed in literature, each one designed for a specific objective. In particular, structured-light approaches employ a projector to cast additional information over the scene to compute correspondences between two views and obtain a dense reconstruction. This thesis presents two main contributions in the field of 3D reconstruction: first, some improvements over a state-of-the-art structured light technique called fringe projection are presented. We start from a theoretical characterization of the acquired signal and formulate a novel phase unwrapping technique offering high resilience to noise and outliers. Additionally, we propose a code recovering technique and a phase correcting method to further improve the final reconstruction accuracy. The second main contribution involves some real-world applications exploiting 3D reconstruction techniques in heterogeneous fields. In particular, we present a cylinder extraction technique designed to work in industrial settings where non-oriented, noisy point clouds are acquired from the scene and a structured-light approach for micrometric surface reconstruction. Another application involves the employment of the described techniques in the field of cultural heritage, where the final outcome yields to a reverse engineering process in addiction to the main preservation purpose.
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Irolla, Paul. "Formalization of Neural Network Applications to Secure 3D Mobile Applications." Thesis, Université Paris-Saclay (ComUE), 2018. http://www.theses.fr/2018SACLS585/document.

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Ce travail de thèse fait partie du projet 3D NeuroSecure. C'est un projet d'investissement d'avenir, qui vise à développer une solution de collaboration sécurisée pour l'innovation thérapeutique appliquant les traitements de haute performance (HPC) au monde biomédical. Cette solution donnera la possibilité pour les experts de différents domaines de naviguer intuitivement dans l'imagerie Big Data avec un accès via des terminaux mobile. La protection des données contre les fuites de données est primordiale. En tant que tel, l'environnement client et les communications avec le serveur doivent être sécurisé. Nous avons concentré notre travail sur le développement d'une solution antivirale sur le système d'exploitation Android. Nous avons promu la création de nouveaux algorithmes, méthodes et outils qui apportent des avantages par rapport à état de l'art, mais plus important encore, qui peuvent être utilisés efficacement dans un contexte de production. C'est pourquoi, ce qui est proposé ici est souvent un compromis entre ce qui peut théoriquement être fait et son applicabilité. Les choix algorithmiques et technologiques sont motivés par une relation entre efficacité et performance. Cette thèse contribue à l'état de l'art dans les domaines suivants:Analyse statique et dynamique d'applications Android, web crawling d'application.Tout d'abord, pour rechercher des fonctions malveillantes et des vulnérabilités, il faut concevoir les outils qui extraient des informations pertinentes des applications Android. C'est la base de toute analyse. En outre, tout algorithme de classification est toujours limité par la qualité discriminative des données sous-jacentes. Une partie importante de cette thèse est la la conception d'outils d'analyse statique et dynamique efficientes, telles qu'un module de reverse engineering, un outil d'analyse de communication, un système Android instrumenté.Algorithme d'initialisation, d'apprentissage et d'anti-saturation pour réseau de neurones.Les réseaux de neurones sont initialisés au hasard. Il est possible de contrôler la distribution aléatoire sous-jacente afin de réduire l'effet de saturation, le temps de l'entrainement et la capacité à atteindre le minimum global. Nous avons développé une procédure d’initialisation qui améliore les résultats par rapport à l'état del'art. Nous avons aussi adapté l'algorithme ADAM pour prendre en compte les interdépendances avec des techniques de régularisation, en particulier le Dropout. Enfin, nous utilisons techniques d'anti-saturation et nous montrons qu'elles sont nécessaires pour entraîner correctement un réseau neuronal.Un algorithme pour représenter les sous-séquences communes à un groupe de séquences.Nous proposons un nouvel algorithme pour construire l'AntichaineEnglobante des sous-séquences communes. Il est capable de traiter et de représenter toutes les sous-séquences d'un ensemble de séquences. C'estun outil qui permet de caractériser de manière systématique un groupe de séquence. Cet algorithme est une nouvelle voie de recherche verscréation automatique de règles de détection de famille de virus<br>This thesis work is part of the 3D NeuroSecure project. It is an investment project, that aims to develop a secure collaborative solution for therapeutic innovation using high performance processing(HPC) technology to the biomedical world. This solution will give the opportunity for experts from different fields to navigate intuitivelyin the Big Data imaging with access via 3D light terminals. Biomedicaldata protection against data leaks is of foremost importance. As such,the client environnement and communications with the server must besecured. We focused our work on the development of antimalware solutionon the Android OS. We emphasizes the creation of new algorithms,methods and tools that carry advantages over the current state-of-the-art, but more importantly that can be used effectively ina production context. It is why, what is proposed here is often acompromise between what theoretically can be done and its applicability. Algorithmic and technological choices are motivated by arelation of efficiency and performance results. This thesis contributes to the state of the art in the following areas:Static and dynamic analysis of Android applications, application web crawling.First, to search for malicious activities and vulnerabilities, oneneeds to design the tools that extract pertinent information from Android applications. It is the basis of any analysis. Furthermore,any classifier or detector is always limited by the informative power of underlying data. An important part of this thesis is the designing of efficient static and dynamic analysis tools forapplications, such as an reverse engineering module, a networkcommunication analysis tool, an instrumented Android system, an application web crawlers etc.Neural Network initialization, training and anti-saturation techniques algorithm.Neural Networks are randomly initialized. It is possible to control the underlying random distribution in order to the reduce the saturation effect, the training time and the capacity to reach theglobal minimum. We developed an initialization procedure that enhances the results compared to the state-of-the-art. We also revisited ADAM algorithm to take into account interdependencies with regularization techniques, in particular Dropout. Last, we use anti-saturation techniques and we show that they are required tocorrectly train a neural network.An algorithm for collecting the common sequences in a sequence group.We propose a new algorithm for building the Embedding Antichain fromthe set of common subsequences. It is able to process and represent allcommon subsequences of a sequence set. It is a tool for solving the Systematic Characterization of Sequence Groups. This algorithm is a newpath of research toward the automatic creation of malware familydetection rules
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Carlgren, Henrik. "Embedded software porting for automotive applications." Thesis, Linköping University, ESLAB - Embedded Systems Laboratory, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-57922.

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<p>Developing software is both time consuming and expensive. Finding waysfor minimizing development cost is therefore of great interest. One way ofreducing cost in software development is reuse of existing software. Portingsoftware is a type of reuse where an existing piece of software is adapted torun in a di erent environment than originally intended. Successfully portingsoftware requires both good preparations and evaluation of results. Guide-lines for this process are provided in this thesis. In this thesis an existingembedded software platform for automotive telematics was partially portedto a new type of hardware.</p>
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Dell'Aguzzo, Paolo. "The secret life of software applications." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/7405/.

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One of the most undervalued problems by smartphone users is the security of data on their mobile devices. Today smartphones and tablets are used to send messages and photos and especially to stay connected with social networks, forums and other platforms. These devices contain a lot of private information like passwords, phone numbers, private photos, emails, etc. and an attacker may choose to steal or destroy this information. The main topic of this thesis is the security of the applications present on the most popular stores (App Store for iOS and Play Store for Android) and of their mechanisms for the management of security. The analysis is focused on how the architecture of the two systems protects users from threats and highlights the real presence of malware and spyware in their respective application stores. The work described in subsequent chapters explains the study of the behavior of 50 Android applications and 50 iOS applications performed using network analysis software. Furthermore, this thesis presents some statistics about malware and spyware present on the respective stores and the permissions they require. At the end the reader will be able to understand how to recognize malicious applications and which of the two systems is more suitable for him. This is how this thesis is structured. The first chapter introduces the security mechanisms of the Android and iOS platform architectures and the security mechanisms of their respective application stores. The Second chapter explains the work done, what, why and how we have chosen the tools needed to complete our analysis. The third chapter discusses about the execution of tests, the protocol followed and the approach to assess the “level of danger” of each application that has been checked. The fourth chapter explains the results of the tests and introduces some statistics on the presence of malicious applications on Play Store and App Store. The fifth chapter is devoted to the study of the users, what they think about and how they might avoid malicious applications. The sixth chapter seeks to establish, following our methodology, what application store is safer. In the end, the seventh chapter concludes the thesis.
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Abdelmajid, Yezeed. "Investigation and Comparison of 3D Laser Scanning Software Packages." Thesis, KTH, Geodesi och geoinformatik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-102421.

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Laser scanning technologies has become an important tool in many engineering projects and applications. The output of laser measuring is the point cloud, which is processed in a way that makes it suitable for different applications. Processing of point cloud data is achieved through laser scanning software packages. Depending on the field of application, these packages have many different kinds of functions and methods that can be used. The main processing tasks used on a laser scanning software package include registration, modelling and texture mapping. Investigation and comparison of two laser scanning processing packages (Leica Cyclone and InnovMetric PolyWorks) are performed in this study. The theoretical and mathematical backgrounds of the above functions are presented and discussed. The available methods and functions used by each of the packages for these tasks are addressed and discussed. By using sample data, these functions are trailed and their results are compared and analyzed. The results from registration tests show the same results on both packages for the registration using target methods. Although, the results of cloud-to-cloud registration show some deviation from target registration results, they are more close to each other in both packages than to the target registration results. This indicates the efficiency of cloud-to-cloud methods in averaging the total registration error on all used points, unlike target registration methods. The modelling tests show more differences in the accuracy of generated models between the two packages. For both fitting and surface construction methods, PolyWorks showed better results and capabilities for three-dimensional modelling. As a result, the advantages and disadvantages of each package are presented in relation with the used task and methods, and a review of data exchange abilities is presented.
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44

Leandersson, Viktor. "GENVO: GENE EVOLUTIONVISUALIZATION : A 3D reconciliation software for phylogenies." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189179.

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Gene evolution is important in several areas, not least the understanding of thehuman body. Since the time of Darwin, researchers have visualized evolution withrooted binary trees. Hence, genes evolve constrained to how species have evolvedand that relationship is interesting to understand and explore. To solve this, onemethod is to infer the gene tree into the species tree, a so called reconciliation, butvisualizing reconciled trees with classical binary trees often results in clutteredvisualizations that quickly become difficult to understand. Therefore, in this thesisI present a new visualization method, Genvo, for reconciled phylogenies, and definea simple tree layout algorithm. I also present a problem characterization for thedomain-specific tasks, performed when working with gene evolution visualizations.A prototype of Genvo is then studied in a small pair analytics study, where fivepairs of master students tested the developed a prototype of Genvo. The results areanalyzed compared to a workshop with three participants, all with prior knowledgein the field of gene evolution. The analysis indicates a faster understanding of thegene data in Genvo, most likely through the pre-attentive features.<br>Att förstå geners evolution är relevant för flertalet områden, inte minst för attutforska den mänskliga kroppen. Ända sedan Darwin har forskare visualiseratevolution med hjälp av rotade binära träd. Dock utvecklas gener begränsat till hurdess arter utvecklats, och denna relation är av intresse att förstå och utforska. Attgöra en sammanslagning av ett gen-träd med sitt art-träd (reconciliation) är ett sättatt visualisera relationen, men lösningen blir ofta väldigt rörig och svårförståelig.Därför presenterar jag i detta examensarbete Genvo, ett reconciliation programsom använder en simpel träd-layout-algoritm för att visualisera geners evolution irelation till arters evolution i 3D. Jag presenterar även en gedigen problemkarakteriseringför de uppgifter forskarna utför när de jobbar med dagensvisualiseringsverktyg. En prototyp av Genvo testades sedan i en pairanalytics studie, med en testgrupp bestående av fem par. Studien är sedan jämfördmed en workshop där tre testpersoner, med tidigare erfarenhet, jobbade medsamma uppgifter. Analysen av studiernas resultat tyder på en snabbare förståelseav datan när användarna använde sig av Genvo.
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Pettersson, Mattias. "Mjukvarubaserad 3D-renderare." Thesis, Blekinge Tekniska Högskola, Sektionen för teknokultur, humaniora och samhällsbyggnad, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3520.

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Abstrakt Produkten som jag har utvecklat är en mjukvarubaserad 3D-renderare. För att göra en sådan produkt är man tvungen att gå djupt in i området 3D och utföra alla beräkningar på egen hand. Dessa tar annars grafikkortet hand om. Denna rapport förklarar varför jag har valt att göra en egen mjukvarubaserad 3D- renderare och vad den är för något och i vilka områden den används. Här förklaras även min syn på programmering, digitala spel, vad programmering innebär för mig och hur min syn på spel har påverkat mig med tiden. Jag tar även upp mina tankar om spelindustrin och samhällets misstolkade värderingar av spel samt vad för sorts spel jag anser skulle gynna mänskligheten i framtiden. Vad jag tycker om utbildningen Digitala spel nämns också samt hur jag tror att den skulle kunna förbättras. Slutligen följer en kortfattad beskrivning av hur mitt projekt har genomförts. Abstract The product I have been developing is a software based 3D renderer. To do such a thing you need to go deeply into the 3D subject and do all calculations which normally would be handed over as tasks to the graphic card. This document explains why I have chosen to do my own software based 3D renderer and what it really is. The document also explains what a 3D renderer does and in which places it is being used. Here you will also find my own explanation about programming and digital games, the meaning of programming for me and how my vision towards games has affected me in time. My ideas of the gaming industry, the misunderstandings of games in society and what sort of games that I think would aid humanity in the future. What I think about the education Digital Games will also be brought up as well as how I think Digital Games could be improved. Finally, a short description how the process of my project has been carried out will be told.<br>Detta är en reflektionsdel till en digital medieproduktion. Tele: tel 0709-210255 Mail: mattiaspgames@gmail.com
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46

Ali, Zoya. "Designing Object Oriented Software Applications within the Context of Software Frameworks." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1316183692.

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47

Vélez, Montecinos Maximiliano Alejandro. "Koala 3D: Impresora 3D capaz de fabricar objetos de altura mayor que su propia altura." Tesis, Universidad de Chile, 2017. http://repositorio.uchile.cl/handle/2250/150603.

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Magíster en Ciencias de la Ingeniería, Mención Mecánica<br>Actualmente las herramientas de fabricación están limitadas a producir objetos cuyas dimensiones no sobrepasen los límites de su volumen de manufactura. En el caso de las impresoras 3D la relación entre el volumen de manufactura y el tamaño de la máquina se aproxima a la unidad debido a su principio de funcionamiento. Lipson comenta en su libro Fabricated que es posible aumentar esta relación al infinito si es que la impresora 3D se acopla a un mecanismo que se mueva libremente por el espacio. En el presente trabajo se relata el proceso de desarrollo y caracterización de Koala 3D, una impresora 3D móvil que es capaz de fabricar objetos de mayor tamaño que su propia altura. Esto lo hace gracias a que continuamente modifica la posición de su volumen de manufactura al trepar la pieza (estructura) que va imprimiendo en paralelo. El desarrollo de Koala 3D se hizo dividiendo el prototipo en dos subconjuntos: una impresora 3D y un robot trepador. Para el diseño de la parte impresora se basó en modelos que funcionan mediante el método de modelado por deposición fundida e innovándose en el mecanismo que posiciona el material sobre el área de manufactura. La parte trepadora se diseñó procurando que se moviera con precisión a lo largo de la estructura impresa y que fuera capaz de soportar largas sesiones de manufactura. Para el control del prototipo se emplearon plataformas y programas dedicados al rubro de la impresión 3D que se utilizan ampliamente en comunidades hágalos-usted-mismo . El hardware Ramps 1.4 fue capaz de operar ambas partes a pesar de no estar diseñada para el control de un robot trepador o móvil. El firmware Marlin cargado en el controlador de la máquina facilitó la interacción entre el usuario y el prototipo mediante la utilización del código máquina. Luego de fabricados y calibrados los distintos mecanismos del sistema se finalizó el trabajo caracterizando y estudiando el desempeño del prototipo. La energía consumida y la calidad de los objetos manufacturados fueron similares a impresoras de escritorio utilizadas en la actualidad. También se estudiaron las oscilaciones del sistema al manufacturar una pieza estandarizada, analizando las implicancias del diseño en este fenómeno y dando recomendaciones para trabajos futuros.
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48

Plataniotis, Antonis C. "Software architectures for photorealistic rendering." Thesis, University of Sussex, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.244350.

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49

Pousette, Marcus. "3D Mapping of Deuterium for Fusion Applications." Thesis, KTH, Skolan för teknikvetenskap (SCI), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-214737.

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In this paper deuterium abundances in plasmaenclosing wall materials are analyzed and visualized. The aim isto improve and find new ways of presenting counting statistics.A continuous extension of the sample variance is introducedto incorporate depth resolution when visualizing concentrationas function of depth in a continuous manner. Some ideas ofdesigning measurements of deuterium are discussed, in particularchoosing ion beam energies. By using multiple energies of thehelium-3 beam instead of one, more detector data can be used.With diverse ways of visualizing concentrations derived fromoptimal detector data, one can conveniently quantify deuteriumconcentrations in a surface.
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Ashraf, Muhammad. "A 3D ultrasonic camera for subsea applications." Thesis, University of Liverpool, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.318304.

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