Academic literature on the topic '3D-interaction and visualisation technologies'

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Journal articles on the topic "3D-interaction and visualisation technologies"

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Szczepańska, Agnieszka, Rafał Kaźmierczak, and Monika Myszkowska. "Virtual Reality as a Tool for Public Consultations in Spatial Planning and Management." Energies 14, no. 19 (September 23, 2021): 6046. http://dx.doi.org/10.3390/en14196046.

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Planning and management of urban space that involves the local community the process is key to optimal management of the surroundings, in line with social needs. Social isolation imposed because of the COVID-19 pandemic considerably reduces the possibility of conducting public consultations. This study hypothesized that such consultations can be carried out using new visualisation technologies in the virtual reality (VR) area. Owing to the development of new technologies, innovative services can be created which make it easier for recipients to absorb new content. To this end, the ArchitektVR application was developed, which uses enhanced reality for public consultations concerning planned land development. 3D visualisation with VR enables the presentation of various aspects of area development in a clear form, understandable to an average user with no specialist qualifications. It facilitates the presentation and creation of multiple variants/scenarios for the future shape of the area. The research assumptions were tested for a disused area of a water body. According to preliminary tests, the use of virtual reality could provide a new form of communication between decision-makers and citizens. Effective and easy-to-understand visualisations might provide encouragement to participate in local matters and enable citizens to make better decisions. 3D visualisation enabled concerned individuals to assess the potential development of a selected area fragment without an in-person visit, either in the field or to an office. This is of particular importance in relation to the COVID-19 pandemic and sanitary restrictions.
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Wefers, Stefanie, Ashish Karmacharya, Mieke Pfarr-Harfst, and Frank Boochs. "Digital 3D reconstructed models A proposition for structuring visualisation workflows using semantic technologies for recommendations." Studies in Digital Heritage 1, no. 2 (December 14, 2017): 537–46. http://dx.doi.org/10.14434/sdh.v1i2.23327.

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It is common for cultural heritage applications to use spatial and/or spectral data for documentation, analysis and visualisation. Knowledge on data requirements coming from the cultural heritage application and technical alternatives to generate the required data based on object characteristics and other influencings factors paves the way for the optimal selection of a recording technology. It is a collaborative process requiring knowledge of experts from cultural heritage domains and technical domains. Currently, this knowledge is structured and stored in an ontology (so-called COSCHKR). It has the purpose to support CH experts not familiar with technologies through prescribing an optimal spatial or spectral recording strategy adapted to the physical characteristics of the cultural heritage object and the data requirements of the targeted CH application. The creation of digital 3D reconstructed models for analysis and visualisation purposes is getting more and more common within humanities disciplines. Therefore, an implementation of mechanisms involved in visualisation applications into this ontology would have huge benefits in creating a powerful recommendation solution. A structured view on such project workflows facilitates a rough match with the existing knowledge representation. Illustrating the overall structure of COSCHKR, this paper addresses and discusses challenges in structuring the processes of cultural heritage visualisation and implementing these into the ontology.
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Gell, C. M., D. E. Meyer, R. A. Majid, and D. J. Carr. "ADVANCES IN VISUALISATION TECHNOLOGIES: A CASE STUDY, LAHO GAS FIELD—OFFSHORE PENINSULAR MALAYSIA." APPEA Journal 44, no. 1 (2004): 513. http://dx.doi.org/10.1071/aj03021.

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A typical problem facing oil company asset teams today is the integration of new information into existing fields. Recently acquired 3D seismic for example, can add much needed detail for understanding reservoirs from producing wells. The key step of interpreting faults and surfaces, on which many other results depend, can often be time consuming and delay efforts to bring additional oil and gas production on-line. Using a volume-based approach to seismic interpretation with today’s visualisation technology, however, can lead to more accurate results produced up to four times faster than traditional line-by-line methods.Over the last four years, visualisation technologies have advanced to the point where these new techniques provide a faster, more geologically correct interpretation and evaluation of potential reservoirs in a shorter amount of time by comparison with line-by-line methods. These advanced techniques include, but are not limited to: multiple attribute voxel interpretation; interpreting fault planes (rather than fault sticks); real-time volume rendering with the ability to create geobodies; quick reconnaissance work in volume; the ability to combine workflows using non-3D volume tools such as wave-form classification with volume interpretation.This paper provides an example of the Laho gas field, offshore Peninsular Malaysia, where two wells were already producing gas and the operator, Petronas Carigali Sdn. Bhd (PCSB), acquired 3D data to evaluate the possibility of additional drilling locations.
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Zlatanova, Sisi, Laure Itard, Mahmud Shahrear Kibria, and Machiel van Dorst. "A User Requirements Study of Digital 3D Models for Urban Renewal." Open House International 35, no. 3 (September 1, 2010): 37–46. http://dx.doi.org/10.1108/ohi-03-2010-b0005.

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Urban renewal is a multifaceted activity that involves numerous actors, software, and types of data. Design communication tools play an important role in this process. Visual information helps to outline, understand, and choose sustainable solutions for problems in the design, while visual tools should be able to diminish professional differences and establish a common language. Recent 3D geo-technologies offer a great variety of new tools that significantly enrich visualisation possibilities and allow for flexible switching between different 3D representations. However, studies have indicated that particular representations create different perceptions in professional compared to non-professional individuals. This paper discusses the specifics of urban renewal processes in the Netherlands and investigates recently developed 3D geo-information technology, and more specifically multiple 3D representations, that can support this task. The concept of LOD, which uses five levels of information, was evaluated as a very promising approach to agree on abstractions and representations in the different renewal phases. The study did not reveal a lack of digital possibilities for visualisation, but instead showed that the simultaneous visualisation of the proposed alternatives should be a priority. This investigation did reveal that different levels of interactivity could be used for the presentation and communication of project alternatives.
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Kersten, Thomas Peter, Felix Tschirschwitz, Maren Lindstaedt, and Simon Deggim. "The historic wooden model of Solomon’s Temple." Journal of Cultural Heritage Management and Sustainable Development 8, no. 4 (November 19, 2018): 448–64. http://dx.doi.org/10.1108/jchmsd-09-2017-0067.

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PurposeRecent advances in contemporary virtual reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such an ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate himself from the physical world. Via the headset images are fed to the eyes through two small lenses. The purpose of this paper is to present the generation of a virtual 3D model of the wooden model of Solomon’s Temple, located at the Hamburg museum (Museum für Hamburgische Geschichte), and its processing for data integration into the two game engines Unity and Unreal.Design/methodology/approachCultural heritage (CH) monuments are ideally suited for both thorough multi-dimensional geometric documentation and realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places.FindingsThe project has been carried out by the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the VR System HTC Vive.Originality/valueThe workflow from data acquisition to VR visualisation, including the necessary programming for navigation and interaction, is described. Furthermore, the use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
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Torregrosa-Fuentes, David, Yolanda Spairani Berrio, José Antonio Huesca Tortosa, Jaime Cuevas González, and Adrián José Torregrosa Fuentes. "Aplicación de la fotogrametría automatizada y de técnicas de iluminación con herramientas SIG para la visualización y el análisis de una piedra con relieves antropomorfos." Virtual Archaeology Review 9, no. 19 (July 20, 2018): 114. http://dx.doi.org/10.4995/var.2018.9531.

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<p><strong>Extended Abstract:</strong></p><p>We present a methodological approach for the representation, visualisation and analysis of three-dimensional (3D) models of meaningful details in stone reliefs provided by digital documentation tools and subsequent processing. For this aim, anthropomorphous shapes engraved on a flat stone slab found in Sierra de Fontcalent (Alicante) are studied. The object under consideration was located near two archaeological sites, Cova del Fum–a cave with presence of the Chalcolithic material (López, 2010)–and the archaeological site of Fontcalent, with remains from different phases of occupation spanning from 7th-6thBC to the 20thcentury (Ximénez, 2012).</p><p>In the last few years, the use of digital tools provided by new technologies and software development has left traditional work methodology behind (De Reu et al., 2014)while enabling the development of new approaches to both minimise heritage alteration and provide objective and accurate information (Lopez-Menchero, Marchante, Vincent, Cárdenas, &amp; Onrubia, 2017). 3D documentation allows recording of cultural heritage at a reasonable cost with precision and quality through digital photography and SfM (Structure from Motion) photogrammetry with specialised software (De Reu et al., 2013).</p><p>In this project, recording and documentation with digital photography and automated photogrammetric techniques are applied to the Fontcalent stone slab for its digitisation and subsequent 3D representation. From the resulting model, a two-folded line of study is obtained. On the one hand, a Digital Elevation Model (DEM) is generated to study the microtopographies of the stone with geographic analysis techniques provided by Geographic Information Systems (GIS) from different lighting conditions and surface reflections, which are calculated by hillshading or LRM (Local Relief Model) for the interpretation of the object (Carrero-Pazos, Vilas, Romaní, &amp; Rodríguez, 2014;Gawior, Rutkiewicz, Malik &amp; Wistuba, 2017).On the other hand, from both the 3D model and the point cloud, the study is completed with the application of the methods of analysis and visualisation based on the Morphological Residue Model (MRM) which stands out every single detail of the surface morphology of the object (Caninas, Pires, Henriques, &amp; Chambino, 2016;Correia, Pires, &amp; Sousa, 2014). Further visualisations are based on Reflectance Transformation Imaging (RTI) which provides different shadows and reflections over the object from the application of a multidirectional illumination (Happa et al., 2010; Malzbender, Gelb, Wolters, &amp; Zuckerman, 2000; Mudge et al., 2010).</p><p>The results thus obtained of the Fontcalent stone slab allow us to visualise several characteristic elements. The anthropomorphous figure awaking interest is also combined with the figure resulting from different visualisations applied with GIS techniques which may resemble a zoomorph. The use of visualisation techniques shown in this study has been fundamental in order to recognise the latter element. The composition reveals a zigzag line already appreciated before the study so that it is interesting to check if visualisations based on GIS techniques are able to highlight it though being shallow incisions. In our experience regarding this study, visualisation by using the hillshading technique shows a greater level of 3D detail than that provided by the application of the sky-view factor technique which offers a flattering view. However, the former technique may occasionally show shadows which hide other details, unlike the latter technique which plots the entire slab surface illuminated while differentiating the associated microtopography on the basis of its marks. The use of shaders in combination with hillshading and particularly combined with high pass filtering, contributes to improving the visualisation and accuracy of shadowed areas. As a result, we conclude that the results obtained in this work by lighting techniques with GIS add a greater level of detail in comparison to those provided by the mesh or the point cloud.</p><p>The study of the Fontcalent stone slab paves the way for two working hypotheses to be developed: on the one hand, its anthropological origin possibly related to the Chalcolithic, and on the other hand, its study as natural geological formations with ichnofossils.</p><p>The digitisation of cultural heritage with available 3D technologies should be a mandatory requirement when facing any study, analysis or intervention. With the current development of such techniques, we have verified their contribution to fundamental characteristics in the corresponding stages of visualisation and study. Thus, the proposed methodology is presented as an accurate and complete alternative for the study and analysis of the existing cultural heritage, and opens new ways for the revision, reinterpretation and revaluation of the previously evaluated heritage through traditional techniques.</p>
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Condell, Joan, Niall McShane, Jorge Avlarez, and Alan Miller. "Virtual Community Heritage – An Immersive Approach to Community Heritage." Journal of Media Innovations 7, no. 1 (May 11, 2021): 4–18. http://dx.doi.org/10.5617/jomi.8791.

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Our relationship with cultural heritage has been transformed by digital technologies. Opportunities have emerged to preserve and access cultural heritage material while engaging an audience at both regional and global level. Accessibility of technology has enabled audiences to participate in digital heritage curation process. Participatory practices and co-production methodologies have created new relationships between museums and communities, as they are engaged to become active participants in the co-design and co-creation of heritage material. Audiences are more interested in experiences vs services nowadays and museums and heritage organisations have potential to entertain while providing engaging experiences beyond their physical walls. Mixed reality is an emerging method of engagement that has allowed enhanced interaction beyond traditional 3D visualisation models into fully immersive worlds. There is potential to transport audiences to past worlds that enhance their experience and understanding of cultural heritage.
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Tadeja, S. K., P. Seshadri, and P. O. Kristensson. "AeroVR: An immersive visualisation system for aerospace design and digital twinning in virtual reality." Aeronautical Journal 124, no. 1280 (June 25, 2020): 1615–35. http://dx.doi.org/10.1017/aer.2020.49.

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ABSTRACTOne of today’s most propitious immersive technologies is virtual reality (VR). This term is colloquially associated with headsets that transport users to a bespoke, built-for-purpose immersive 3D virtual environment. It has given rise to the field of immersive analytics—a new field of research that aims to use immersive technologies for enhancing and empowering data analytics. However, in developing such a new set of tools, one has to ask whether the move from standard hardware setup to a fully immersive 3D environment is justified—both in terms of efficiency and development costs. To this end, in this paper, we present AeroVR—an immersive aerospace design environment with the objective of aiding the component aerodynamic design process by interactively visualizing performance and geometry. We decompose the design of such an environment into function structures, identify the primary and secondary tasks, present an implementation of the system, and verify the interface in terms of usability and expressiveness. We deploy AeroVR on a prototypical design study of a compressor blade for an engine.
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Kuroczynski, Piotr. "Virtual Research Environment for digital 3D reconstructions – Standards, thresholds and prospects." Studies in Digital Heritage 1, no. 2 (December 14, 2017): 456–76. http://dx.doi.org/10.14434/sdh.v1i2.23330.

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Since the 1990s the application of the digital 3D reconstruction and computer-based visualisation of culturalheritage increased. The virtual reconstruction and 3D visualisation revealed a new “glittering” research space forobject-oriented disciplines such as archaeology, art history and architecture. Nevertheless the academicsconcerned with the uprising technology recognised early the lack of documentation standards in the 3Dprojects leading to the loss of information, findings and the fusion of knowledge behind the digital 3Drepresentation. Based on the methodological fundamentals of the digital 3D reconstruction the potentials andchallenges in the light of emerging Semantic Web and Web3D technologies will be introduced. The presentationsubscribes a scientific methodology and a collaborative web-based research environment followed by crucialfeatures for this kind of projects. As the groundwork a human- and machine-readable “language of objects” andthe implementation of this semantic patterns for spatial research purposes on destroyed and/or never realisedtangible cultural heritage will be discussed. Using examples from the practice the presentation explains therequirements of the Semantic Web (Linked Data), the role of controlled vocabularies, the architecture of the VREand the impact of a customised integration of interactive 3D models within the WebGL technology. Thepresentation intends to showcase the state-of-the-art on the way to a digital research infrastructure. The focuslies on the introduction of scholarly approved and sustainable digital 3D reconstruction, complaint withrecognised documentation standards and following the Linked Data requirements.
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Pirard, Eric. "3D IMAGING OF INDIVIDUAL PARTICLES: A REVIEW." Image Analysis & Stereology 31, no. 2 (June 14, 2012): 65. http://dx.doi.org/10.5566/ias.v31.p65-77.

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In recent years, impressive progress has been made in digital imaging and in particular in three dimensional visualisation and analysis of objects. This paper reviews the most recent literature on three dimensional imaging with a special attention to particulate systems analysis. After an introduction recalling some important concepts in spatial sampling and digital imaging, the paper reviews a series of techniques with a clear distinction between the surfometric and volumetric principles. The literature review is as broad as possible covering materials science as well as biology while keeping an eye on emerging technologies in optics and physics. The paper should be of interest to any scientist trying to picture particles in 3D with the best possible resolution for accurate size and shape estimation. Though techniques are adequate for nanoscopic and microscopic particles, no special size limit has been considered while compiling the review.
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Dissertations / Theses on the topic "3D-interaction and visualisation technologies"

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Ferguson, Paul. "Development of a 3D audio panning and realtime visualisation toolset using emerging technologies." Thesis, Edinburgh Napier University, 2010. http://researchrepository.napier.ac.uk/Output/6698.

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This thesis documents a body of research that links the field of electro-acoustic diffusion and spatialisation with practice in the music and film post-production industries. Three research questions are posed: "How can the physical user-interfaces used for panning by the music and film post-production industries offer creative alternatives to the fader-based hardware approach commonly used for electro-acoustic performance?" "How can a Digital Audio Workstation (DAW) be used as an alternative to dedicated panning hardware? "How can emerging programming technologies offer creative alternatives to the MAX/MSP or hardware-based tools commonly used for sound spatialisation?" This practice-based PhD addresses these questions by designing, developing and testing a set of hardware and software tools, the Requirement Specification for this `Toolset' results from literature review and critical analysis of current systems to determine potential research gaps. This analysis is followed by the selection of a suitable methodology for development and testing that allows the research questions to be explored effectively and results in the following Toolset: OctoPanner: Amulti-featured eight-channel 3D touchscreen panner application for Apple's Mac OS X controlling a DAW hosted customisable VST 3D panning plug-in with C++ source code. ShapePanner: A synchronisable shape-based sequencer application for Mac OS X inspired by Experimentalstudio's Halaphon. The user is ab{e to describe the movement of sounds in a 3D space using shape primitives such as lines and circles and thus extend the capabilities of the Toolset beyond realtime manual manipulation of sounds. 3DMIDIVisualiser: An application to allow the user to work without access to a multi-speaker system by enabling the movement of sounds to be viewed within a virtual room. Foot Puck: Afoot-controlled panning controller enabling a musician to spatialise their instrument using foot movement. Initial prototyping was achieved using Cycling `74's Max/MSP but the final applications are written using Apple's Cocoa environment and Objective C. This thesis gives close analysis and discussion of the various stages of research carried out; including the use of Apple's CoreMlDl and CoreAudio Clock OS X Core Services in a Cocoa application.
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Meyer, Tobias, Dino Podlesek, Julia Kuß, Falk Uhlemann, Mario Leimert, Marita Simank, Ralf Steinmeier, Gabriele Schackert, Ute Morgenstern, and Matthias Kirsch. "Dreidimensionale Darstellung und Kombination multimodaler Bilddaten in der Neurochirurgie." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:14-ds-1223721584996-39325.

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In der Neurochirurgie werden für die prä-, intra- und postoperative medizinische Bildgebung dreidimensionale Daten unterschiedlicher Modalitäten überlagert, segmentiert und visualisiert. Durch die Verknüpfung der multimodalen Daten erhofft man einen Informationsgewinn für Diagnose und Therapie. Dabei wird großer Wert auf die intuitive Handhabbarkeit und Verständlichkeit der Software gelegt. In einem neu entwickelten 3-D-Planungssystem wird insbesondere die Erfassung komplexer räumlicher Strukturen und die neurochirurgische Operationsplanung durch aktuelle 3-D-Interaktions- und Visualisierungstechnologien vereinfacht. Das Anwendungsspektrum des Systems wird durch die Entwicklung spezieller Algorithmen kontinuierlich erweitert, z. B. der automatischen Segmentierung und elastischen Registrierung von multimodalen Bilddaten, und kann somit an neue klinische Fragestellungen angepasst werden
In neurosurgery, three-dimensional data from different modalities are registered, segmented and visualised for pre-, intraand post-operative medical imaging. A combination of the multimodal data sets provides additional information for the analyses of anatomic and functional correlations and for surgical planning. For routine use, it is important to design a software application that is simple and intuitive to use. A neurosurgical operation planning system is realised in combination with novel 3D-interaction and visualisation technologies. The development of additional functions, such as automatic segmentation and elastic registration, enhances the usability of the systems to approach further clinical objectives
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Norberg, Amanda, and Elliot Rask. "3D visualisation of breast reconstruction using Microsoft HoloLens." Thesis, Uppsala universitet, Signaler och System, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-367277.

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The purpose of the project is to create a Mixed Reality (MR) application for the 3D visualisation of the result of a breast reconstruction surgery. The application is to be used before surgery to facilitate communication between patient an surgeon about the expected result. To this purpose Microsoft HoloLens is used, which is a pair of Mixed Reality (MR) glasses developed and manufactured by Microsoft that has a self-contained, holographic rendering computer. For the development of the MR application on the Hololens, MixedRealityToolkit-Unity is used which is a Unity-based toolkit available. The goal of the application is that the user can scan a torso of a patient, render a hologram of the torso and attach to it a prefabricated breast which possibly follows the patient's specification. To prepare a prefabricated breast, a 3D model of the breast is first created in the 3D modelling software Blender. It then gets its texture from a picture taken with the HoloLens camera. The picture is cropped to better fit the model and uploaded as a 2D texture which is then attached to the prefabricated breast, which is imported into Unity. To scan objects, the HoloLens’s operating system feature Surface Observer is used. The resulting mesh from the observer is cropped using a virtual cube, scaled, moved and rotated by the user. The cropped mesh is then smoothed using the Humphrey's Classes smoothing algorithm. To fuse the smoothed mesh with the prefabricated breast model, the Unity components: Colliders and Transforms are used. On a collision the breast's transform parent is set to the mesh’s transform, making the objects transforms behave depending on each other. The MR application has been developed and evaluated. The evaluation results show that the goal has been achieved successfully. The project demonstrates that the Microsoft HoloLens is well suited for developing such medical applications as breast reconstructive surgery visualisations. It can possibly be extended to other surgeries such as showing on a patient’s body how the scar will look after a heart surgery, or a cesarean section.
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Wang, Nan. "Visualisation et interaction pour l'exploration et la perception immersive de données 3D." Phd thesis, Ecole Nationale Supérieure des Mines de Paris, 2012. http://pastel.archives-ouvertes.fr/pastel-00821004.

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L'objet de cette thèse est la perception dans les environnements immersifs de jeux de données complexes, une des applications est la visualisation scientifique de données volumiques scalaires issues de simulations de modèles physiques. Un exemple classique de ceci est la distribution de températures à l'intérieur d'un habitacle de véhicule.Dans la première partie de ce travail, notre objectif est d'étudier les limites perceptives dans le cadre d'un rendu volumétrique de données scientifiques dans un système de réalité virtuelle offrant la vision en stéréoscopie, et le suivi du point de vue de l'utilisateur. Nous étudions l'effet sur la perception de l'utilisateur de trois facteurs principaux : la taille des points utilisés pour le rendu, la densité du nuage de points, et enfin la position par rapport à l'utilisateur du premier plan de coupe. Nous présentons une étude dans laquelle une tâche de pointage est proposée à un ensemble d'utilisateurs. Les déplacements de celui-ci ainsi que les performances de pointage sont mesurées. L'étude a permis d'évaluer l'impact des paramètres de rendu du nuage de points et proposer un rendu améliorant la perception.La seconde partie du travail propose d'ajouter une dimension interactive à la première approche en permettant à l'utilisateur d'explorer plus activement la scène. L'hypothèse d'une meilleure compréhension des données par l'action est ici mise en avant. Nous évaluons une méthode d'interaction et quatre méthodes de rendu associées. L'approche proposée est de n'afficher qu'un sous ensemble des données volumiques, en l'occurrence des isosurfaces, et de permettre à l'utilisateur de naviguer par une gestuelle naturelle et interactive dans l'ensemble des isosurfaces du jeu de données explorées, dans cadre de manipulation directe. Une nouvelle étude est proposée, dans laquelle l'utilisateur doit effectuer une tâche de recherche et de pointage d'une propriété locale dans un jeu de températures 3D. Cette étude a permis de choisir une méthode de rendu adaptée à l'affichage immersif d'isosurfaces et de valider l'approche interactive pour l'exploration de données.
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Wang, Nan. "Visualisation et interaction pour l’exploration et la perception immersive de données 3D." Thesis, Paris, ENMP, 2012. http://www.theses.fr/2012ENMP0090/document.

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L'objet de cette thèse est la perception dans les environnements immersifs de jeux de données complexes, une des applications est la visualisation scientifique de données volumiques scalaires issues de simulations de modèles physiques. Un exemple classique de ceci est la distribution de températures à l'intérieur d'un habitacle de véhicule.Dans la première partie de ce travail, notre objectif est d'étudier les limites perceptives dans le cadre d'un rendu volumétrique de données scientifiques dans un système de réalité virtuelle offrant la vision en stéréoscopie, et le suivi du point de vue de l'utilisateur. Nous étudions l'effet sur la perception de l'utilisateur de trois facteurs principaux : la taille des points utilisés pour le rendu, la densité du nuage de points, et enfin la position par rapport à l'utilisateur du premier plan de coupe. Nous présentons une étude dans laquelle une tâche de pointage est proposée à un ensemble d'utilisateurs. Les déplacements de celui-ci ainsi que les performances de pointage sont mesurées. L'étude a permis d'évaluer l'impact des paramètres de rendu du nuage de points et proposer un rendu améliorant la perception.La seconde partie du travail propose d'ajouter une dimension interactive à la première approche en permettant à l'utilisateur d'explorer plus activement la scène. L'hypothèse d'une meilleure compréhension des données par l'action est ici mise en avant. Nous évaluons une méthode d'interaction et quatre méthodes de rendu associées. L'approche proposée est de n'afficher qu'un sous ensemble des données volumiques, en l'occurrence des isosurfaces, et de permettre à l'utilisateur de naviguer par une gestuelle naturelle et interactive dans l'ensemble des isosurfaces du jeu de données explorées, dans cadre de manipulation directe. Une nouvelle étude est proposée, dans laquelle l'utilisateur doit effectuer une tâche de recherche et de pointage d'une propriété locale dans un jeu de températures 3D. Cette étude a permis de choisir une méthode de rendu adaptée à l'affichage immersif d'isosurfaces et de valider l'approche interactive pour l'exploration de données
The objective in this case is not only to be realistic, but also to provide new and intelligible ways of model representation. This raises new issues in data perception. The question of perception of complex data, especially regarding visual feedback, is an open question, and it is the subject of this work. This PhD thesis studied the human perception in Immersive Virtual Environments of complex datasets, one of the applications is the scientific visualization of scalar values stemming from physics models, such as temperature distribution inside a vehicle prototype.The objective of the first part is to study the perceptive limits of volumetric rendering for the display of scientific volumetric data, such as a volumetric temperature distribution rendering using point cloud. We investigate the effect on the user perception of three properties of a point cloud volumetric rendering: point size, cloud density and near clipping plane position. We present an experiment where a series of pointing tasks are proposed to a set of users. User behavior and task completion time are evaluated during the test. The study allowed to choose the most suitable combination of these properties, and provided guidelines for volumetric data representation in VR immersive systems.In the second part of our work, we evaluate one interaction method and four display techniques for exploring volumetric datasets in virtual reality immersive environments. We propose an approach based on the display of a subset of the volumetric data, as isosurfaces, and an interactive manipulation of the isosurfaces to allow the user to look for local properties in the datasets. We also studied the influence of four different rendering techniques for isosurface rendering in a virtual reality system. The study is based on a search and point task in a 3D temperature field. User precision, task completion time and user movement were evaluated during the test. The study allowed to choose the most suitable rendering mode for isosurface representation, and provided guidelines for data exploration tasks in immersive environments
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Muñoz, Álvaro Aranda. "Comparing 3D interfaces of virtual factories : an iconic 3D interface against an abstract 3D visualisation." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4115.

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Context. 3D visualisations are highly demanded in different industries such as virtual factories. However, the benefits that 3D representations can bring to this industry have not been fully explored, being most of the representations either photorealistic or presenting abstract visualisations. Objectives. This thesis explores and compares two prototypes that present a visualisation of the process state of a factory. The first prototype presents a generic interface in which primitive 3D shapes convey the information of the factory status. The second prototype is complemented with specific and iconic 3D models of the factory that help the users associating the conveyed information to the factory flow. The motivation behind this dissertation is that the type of generic interface presented can lead to more reusable interfaces in the future. Methods. For the creation and development of the prototypes, the user-centered design process was followed in which the designs are iterated with users of the factory. Based on the two prototypes, a usability evaluation is conducted to analyse the perceived usability and the usability performance. This is complemented with post-interviews with all the participants. The results are presented attending to the triangulation methodology to support the strength of the qualitative findings. Conclusions. The results show that both interfaces are perceived as highly usable. However, the 3D iconic interface seemed to help the users more in depicting a better mental model of the factory flow, helping the users to complete most of the tasks with faster times.
This thesis explores and compares two prototypes that present a visualisation of the process state of a factory. The first prototype presents a generic interface in which primitive 3D shapes convey the information of the factory status. The second prototype is complemented with specific and iconic 3D models of the factory that help the users associating the conveyed information to the factory flow. The motivation behind this dissertation is that the type of generic interface presented can lead to more reusable interfaces in the future.
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Besançon, Lonni. "An interaction Continuum for 3D Dataset Visualization." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS554/document.

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Un nombre croissant de paradigmes d'interaction et de dispositifs ont été développés et étudiés pour les manipulations 3D.Ce développement bénéficie, en particulier, aux domaines scientifiques tels que la visualisation qui s'appuie sur la manipulation de données 3D.De nombreuses études ont démontré les avantages de chacun d'entre eux pour des tâches spécifiques liées à la visualisation. Pourtant, les interfaces utilisateur graphiques classiques ainsi que la souris et les claviers prédominent toujours dans la plupart des environnements interactifs: de tels environnements sont toujours utiles pour des tâches spécifiques et parce qu'ils sont facilement disponibles et accessibles par rapport aux nouveaux paradigmes d'interaction et aux dispositifs innovants. Contrairement à l'approche habituelle qui consiste à créer ou étudier un nouveau paradigme, une nouvelle technique ou un nouveau dispositif d'interaction, les travaux présentés dans cette thèse ouvrent la voie à un continuum d'interaction: la possibilité de passer d'un paradigme d'interaction à l'autre et de combiner deux ou plusieurs paradigmes d'interaction pour en tirer profit. Pour atteindre cet objectif, nous prenons plusieurs mesures. Tout d'abord, en se basant sur l'observation que la souris et le clavier, l'interaction tactile et l'interaction tangible sont maintenant des normes ou se rapprochent d'être des paradigmes d'interaction standard pour les cas d'utilisation occasionnelle ou spécifique, cette thèse étudie et compare leurs avantages et limites inhérents aux manipulations 3D.Sur la base de ce travail, nous créons ensuite un paradigme d'interaction hybride tactile et tangible. Basé sur les besoins de la visualisation scientifique pour la mécanique des fluides, nous mettons en œuvre des techniques spécifiques d'interaction exploratrice 3D avec le paradigme hybride et les évaluons avec des experts du domaine. La mise en œuvre prototypique de ce paradigme hybride est une tablette tactile capable de quantifier ses propres mouvements (rotations et translations). Sur la base des retours d'expérience des experts du domaine, une telle combinaison est plus flexible que l'état de l'art et permet des manipulations 3D précises. Avec le potentiel de ce paradigme hybride, nous abordons ensuite la tâche complexe de la sélection des sous-ensembles 3D ---une étape initiale majeure pour la compréhension des données. Alors que la sélection de sous-ensembles 3D est généralement effectuée avec une entrée 2D initiale étendue ultérieurement par la machine, notre combinaison d'interactions tactiles et tangibles permet aux utilisateurs d'avoir une technique de sélection entièrement manuelle avec la même tablette: un lasso 2D peut être dessiné avec une entrée tactile qui peut ensuite être étendue en 3D lors du déplacement de la tablette. Non seulement cette combinaison comble-t-elle un vide dans la taxonomie des techniques de sélection de sous-ensembles 3D, mais est, qui plus est, plus précise que les solutions partiellement automatisées, quoique plus lentes. Enfin, en nous appuyant sur l'observation selon laquelle une interaction tangible avec un dispositif localement couplé pourrait nécessiter des ajustements de facteur de gain, nous proposons d'utiliser un aspect spécifique de l'interaction tactile, la détection de pression, pour contrôler les facteurs de gain des manipulations tangibles. Les travaux présentés dans cette thèse démontrent donc le potentiel d'un continuum d'interaction pour la visualisation en proposant des paradigmes d'interaction hybrides dans une configuration facile à maintenir, facile à intégrer et abordable. Il fournit les premières étapes nécessaires pour un continuum d'interaction qui, espérons-le, inspirera la création de plus de techniques d'interaction hybrides pour l'interaction de données 3D
An increasing number of interaction paradigms and devices are being developed and studied for 3D manipulations. This development benefits, in particular, scientific domains such as visualization which rely on manipulation of 3D data. Numerous studies have proven the benefits of each one of them for specific tasks involved in visualization. Yet, classical graphical user interfaces as well as mouse and keyboards still prevail in most interactive settings: such environments are still useful for specific tasks and because they are readily available and accessible when compared to innovative interaction paradigms and devices. In contrast to the usual approach to create or study a new interaction paradigm, technique, or device, the work presented in this thesis paves the way towards an interaction continuum: the possibility to transition between and combine two or more interaction paradigms to benefit from their inherent advantages. To achieve this goal we take several steps. First, building on the observation that mouse and keyboard, tactile interaction and tangible interaction are now standards or are getting close to being standard interaction paradigms for casual or specific use cases, this thesis studies and compares their inherent advantages and limitations for 3D manipulations. Based on this work, we then create a hybrid tactile/tangible interaction paradigm. Based on the needs of scientific visualization for fluid dynamics, we implement specific 3D explorative interaction techniques with the hybrid paradigm and evaluate them with domain experts. The prototypical implementation of this hybrid paradigm is a tactile-enabled and spatially-aware tablet. Based on the feedback from domain experts, such a combination is more flexible than the state of the art and still facilitates precise 3D manipulations. With the potential of this hybrid paradigm, we then tackle the complex task of 3D subsets selection---a major initial step for data understanding. While 3D subset selection is usually conducted with an initial 2D input later extended by the machine, our combination of tactile and tangible interaction allows users to have a fully manual selection technique with the same spatially-aware tablet: a 2D lasso can be drawn with tactile input which can then be extended into 3D when moving the tablet. Not only does this combination fill in an empty space in the taxonomy of 3D subset selection techniques, but we also found it to be more precise than partially-automated solutions---albeit being slower. Finally, building on the observation that tangible interaction with a locally-coupled device might need gain factor adjustments, we propose to use a specific aspect of tactile interaction, pressure-sensing, to control the gain factors of tangible manipulations. The work presented in this thesis thus demonstrates the potential of an interaction continuum for visualization by proposing hybrid interaction paradigms in an easy-to-maintain, easy-to-integrate, and affordable setup. It provides the necessary initial steps for an interaction continuum that will hopefully inspire the creation of more hybrid interaction techniques for 3D data interaction
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Musa, Shahrulniza. "Visualising network security attacks with multiple 3D visualisation and false alert classification." Thesis, Loughborough University, 2008. https://dspace.lboro.ac.uk/2134/14241.

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Increasing numbers of alerts produced by network intrusion detection systems (NIDS) have burdened the job of security analysts especially in identifying and responding to them. The tasks of exploring and analysing large quantities of communication network security data are also difficult. This thesis studied the application of visualisation in combination with alerts classifier to make the exploring and understanding of network security alerts data faster and easier. The prototype software, NSAViz, has been developed to visualise and to provide an intuitive presentation of the network security alerts data using interactive 3D visuals with an integration of a false alert classifier. The needs analysis of this prototype was based on the suggested needs of network security analyst's tasks as seen in the literatures. The prototype software incorporates various projections of the alert data in 3D displays. The overview was plotted in a 3D plot named as "time series 3D AlertGraph" which was an extension of the 2D histographs into 3D. The 3D AlertGraph was effectively summarised the alerts data and gave the overview of the network security status. Filtering, drill-down and playback of the alerts at variable speed were incorporated to strengthen the analysis. Real-time visual observation was also included. To identify true alerts from all alerts represents the main task of the network security analyst. This prototype software was integrated with a false alert classifier using a classification tree based on C4.5 classification algorithm to classify the alerts into true and false. Users can add new samples and edit the existing classifier training sample. The classifier performance was measured using k-fold cross-validation technique. The results showed the classifier was able to remove noise in the visualisation, thus making the pattern of the true alerts to emerge. It also highlighted the true alerts in the visualisation. Finally, a user evaluation was conducted to find the usability problems in the tool and to measure its effectiveness. The feed backs showed the tools had successfully helped the task of the security analyst and increased the security awareness in their supervised network. From this research, the task of exploring and analysing a large amount of network security data becomes easier and the true attacks can be identified using the prototype visualisation tools. Visualisation techniques and false alert classification are helpful in exploring and analysing network security data.
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Hayat, Khizar. "Visualisation 3D adaptée par insertion synchronisée de données cachées." Phd thesis, Université Montpellier II - Sciences et Techniques du Languedoc, 2009. http://tel.archives-ouvertes.fr/tel-00400762.

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L'objectif principal de ces travaux de thèse est d'unifier différentes informations 2D et 3D afin de réaliser une visualisation adaptée dans un environnement client/serveur hétérogène en termes de réseau, de traitement et de ressources mémoire. Dans ce contexte, nous avons exploité la nature multi-résolution de la transformée en ondelettes discrètes (TOD) du codeur JPEG2000. L'unification des données est réalisée par insertion aveugle, synchrone ou partiellement synchrone, des données cachées dans le domaine des ondelettes. Une visualisation 3D classique nécessite au moins deux types de données : une image 2D d'intensité, appelé texture, et une forme 3D pouvant être représentée par une image, un modèle 3D ombré ou un maillage de points. Ce type d'image, parfois également appelé carte de profondeur est une image dans laquelle la valeur des pixels reflète la distance du capteur à la surface par imagerie. La texture est une image 2D couleur qui est apposée sur le modèle 3D après triangulation. Au niveau de l'insertion des données cachées, la carte de profondeur est d'abord transformée dans le domaine des ondelettes tandis que la texture est insérée dans le codeur JPEG2000. Le processus de codage JPEG2000 de la texture est interrompue, et les coefficients 3D sont insérés dans la totalité ou dans un sous-ensemble des sous-bandes de la texture. Les données sont re-intégrées dans le codeur standard de JPEG2000 à l'endroit où l'interruption a été faite. Le fichier résultant peut alors être envoyé à travers tous types de canal de communication comme un autre fichier standard issu du codeur JPEG2000. Les différents niveaux de résolution et le caractère synchronisé de nos algorithmes permettent une visualisation en 3D, même avec peu de sous-bandes de résolution suite à un transfert partiel ou retardé. La méthode permet ainsi d'effectuer une visualisation à partir uniquement d'une fraction des données. Dans ce cas nous remplaçons par des zéros les coefficients des sous-bandes manquantes. La première phase de ce travail a concerné l'imperceptibilité; c'est la raison pour laquelle l'insertion a été réalisée dans les bits de poids plus faibles. La deuxième phase de ces travaux a concerné la robustesse, c'est pourquoi une stratégie d'insertion par étalement de spectres a été utilisée. Au cours de la seconde phase, l'imperceptibilité n'a pas été complètement ignorée, du fait que l'insertion des données est effaçable après l'extraction. Les deux applications principales sont la visualisation 3D de modèles numériques de terrains et de visages. Dans la troisième et dernière phase de ces travaux de thèse, nous avons élargi le problème en essayant de prendre en compte le problème d'assemblage de dalles de niveaux de résolutions différentes sans soudure apparente. Ceci a eté assuré par des fonctions de lissage dans le domaine des ondelettes.
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Berthaut, Florent. "Construction, manipulation et visualisation de processus sonores dans des environnements virtuels immersifs pour la performance musicale." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2010. http://tel.archives-ouvertes.fr/tel-00573382.

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Le travail présenté dans cette thèse s'inscrit à la fois dans le domaine de l'informatique musicale et dans celui de la réalité virtuelle. Nous présentons tout d'abord les avantages des environnements virtuels immersifs et de l'interaction graphique 3D pour les instruments multi-processus et en particulier pour le live-looping hiérarchique, un nouveau modèle d'instrument que nous définissons. Nous proposons ensuite des solutions pour la visualisation et la manipulation des processus sonores dans ces environnements virtuels. Afin de représenter les processus sonores, nous introduisons les widgets réactifs 3D qui s'appuient sur des mappings audiovisuels que nous évaluons. Nous développons un nouveau dispositif d'interaction 3D adapté à l'interaction musicale, appelé Piivert, ainsi que des techniques associées, dont les tunnels afin de manipuler les widgets réactifs 3D. Finalement, nous mettons en œuvre le live-looping hiérarchique avec l'instrument immersif Drile, en utilisant les techniques développées précédemment, et nous étudions plusieurs scènes pour les performances musicales immersives.
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Book chapters on the topic "3D-interaction and visualisation technologies"

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Keenan, Iain D., and Abdullah ben Awadh. "Integrating 3D Visualisation Technologies in Undergraduate Anatomy Education." In Advances in Experimental Medicine and Biology, 39–53. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-06070-1_4.

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Rao, Guruprasad Kuppu, Battula Kalyana Chakravarthy, and Ravi Bhallamudi. "Pre-surgical Visualisation Made Easy by 3D Printed Patient-Specific Heart Models." In Smart Innovation, Systems and Technologies, 629–39. Singapore: Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-5974-3_55.

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Branson, Toby M., Leonard Shapiro, and Rudolph G. Venter. "Observation of Patients’ 3D Printed Anatomical Features and 3D Visualisation Technologies Improve Spatial Awareness for Surgical Planning and in-Theatre Performance." In Advances in Experimental Medicine and Biology, 23–37. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76951-2_2.

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Lupton, Deborah. "3D Printing Technologies: A Third Wave Perspective." In Human–Computer Interaction Series, 89–104. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73356-2_6.

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Zahariadis, Theodore, Ioannis Koufoudakis, Helen C. Lelligou, Lambros Sarakis, and Panagiotis Karkazis. "Utilizing Social Interaction Information for Efficient 3D Immersive Overlay Communications." In Novel 3D Media Technologies, 225–40. New York, NY: Springer New York, 2014. http://dx.doi.org/10.1007/978-1-4939-2026-6_12.

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Chen, Si, Chenqing Wang, and Jianping Huang. "An Application of Somatosensory Interaction for 3D Virtual Experiments." In Human-Computer Interaction. Recognition and Interaction Technologies, 215–24. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22643-5_17.

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Li, Xiangdong, Wenqian Chen, Yunzhan Zhou, Surabhi Athalye, Wai Kit Daniel Chin, Russell Goh Wei Kit, Vincent Setiawan, and Preben Hansen. "Mobile Phone-Based Device for Personalised Tutorials of 3D Printer Assembly." In Human-Computer Interaction. Recognition and Interaction Technologies, 37–48. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22643-5_4.

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Numata, Satoshi, Masanao Koeda, Katsuhiko Onishi, Kaoru Watanabe, and Hiroshi Noborio. "Performance and Accuracy Analysis of 3D Model Tracking for Liver Surgery." In Human-Computer Interaction. Recognition and Interaction Technologies, 524–33. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22643-5_41.

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Ratchatanantakit, Neeranut, Nonnarit O-larnnithipong, Armando Barreto, and Sudarat Tangnimitchok. "Consistency Study of 3D Magnetic Vectors in an Office Environment for IMU-based Hand Tracking Input Development." In Human-Computer Interaction. Recognition and Interaction Technologies, 377–87. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22643-5_29.

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Almeida, Rodrigo, Pierre Cubaud, Jérôme Dupire, Stéphane Natkin, and Alexandre Topol. "Experiments Towards 3D Immersive Interaction for Digital Libraries." In Technologies for E-Learning and Digital Entertainment, 1348–57. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11736639_168.

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Conference papers on the topic "3D-interaction and visualisation technologies"

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Schwandt, Hartmut, and Joachim Weinhold. "3D Technologies for Museums in Berlin." In Electronic Visualisation and the Arts (EVA 2014). BCS Learning & Development, 2014. http://dx.doi.org/10.14236/ewic/eva2014.61.

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Uccheddu, Francesca, Anna Pelagotti, Vito Cappellini, and Emanuela Massa. "3D Technologies for Measurement of Painting Surface Deformations: A Case Study." In Electronic Visualisation and the Arts (EVA 2014). BCS Learning & Development, 2014. http://dx.doi.org/10.14236/ewic/eva2014.10.

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Roth, Diane J., Alexander E. Minovich, Guixin Li, and Anatoly V. Zayats. "Broadband visible reflective metasurfaces for the visualisation of 3D effects (Conference Presentation)." In Digital Optical Technologies II, edited by Bernard C. Kress and Peter Schelkens. SPIE, 2019. http://dx.doi.org/10.1117/12.2527594.

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Smith, Ann, Donald Alexander, Aikaterini Fragaki, Phil Jones, and Simon Lannon. "VIRVIL, A 3D Virtual Village to Assess the Impact of Low and Zero Carbon Technologies in the Built Environment." In 2008 International Conference Visualisation VIS. IEEE, 2008. http://dx.doi.org/10.1109/vis.2008.9.

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Pajorova, Eva, and Ladislav Hluchy. "The Usefulness of the Virtual Speaking Head, as Well as 3D Visualization Tools in the New Presentation Technologies." In 2015 19th International Conference on Information Visualisation (iV). IEEE, 2015. http://dx.doi.org/10.1109/iv.2015.100.

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Tubman, Philip, Murat Oztok, and Phil Benachour. "New Platform Affordances for Encouraging Social Interaction in MOOCs: The "Comment Discovery Tool" Interactive Visualisation Plugin." In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2019. http://dx.doi.org/10.1109/icalt.2019.00014.

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Blanco, Silvia, Berta Carrión, and José Luis Lerma. "REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART." In ARQUEOLÓGICA 2.0 - 8th International Congress on Archaeology, Computer Graphics, Cultural Heritage and Innovation. Valencia: Universitat Politècnica València, 2016. http://dx.doi.org/10.4995/arqueologica8.2016.3561.

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The usage of augmented reality (AR) and virtual reality (VR) technologies began to grow when smartphones appeared. Until then, the number of portable devices capable of incorporating these technologies was reduced. Video games are the main field where these technologies are applied, but in other fields such as in archaeology, these technologies can offer many advantages. Ruins reconstruction, ancient life simulation, highly detailed 3D models visualisation of valuable objects from the past or even user free movement in missing places are just some examples found in literature.This paper reviews the latest visualisation technologies and their applicability to the rock art field. The main purpose is to disseminate rock art paintings through AR and VR applications. After the image-based three-dimensional (3D) modelling is obtained, an interactive visit to a shelter for displaying rock art paintings is presented. This is one of examples developed in this paper that pretends to apply the revised AR and VR techniques. In addition, an example of AR is developed that can be easily adapted to further applications displaying rock art paintings.
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Trystuła, Agnieszka. "Concept of a Polish Database of a Multi-Dimensional Cadastral System with Particular Focus on Geo-Hazards." In Environmental Engineering. VGTU Technika, 2017. http://dx.doi.org/10.3846/enviro.2017.247.

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The dynamic growth of contemporary cadastral systems depends on multiple factors, which include, e.g. economic policy of a given country and possibilities of implementing activities supporting innovation and transfer of new technologies. A modern cadastre should satisfy not only its leading functions, which include, e.g. fiscal, information, legal or record functions. It should also be oriented towards new challenges, including 3D geovisualisation, which will enable multidimensional visualisation of cadastral objects. New data visualisation methods will contribute to extending the existing functions of cadastral systems and to emergence of new functions, e.g. related to ensuring public safety as a basic aim of crisis management, being an important element of sustainable development. This paper presents a concept of a database of multidimensional cadastral system enabling, for instance, 3D visualisation of system objects, incorporating its known functions (e.g. fiscal, information or legal functions), and also a new purpose –support for crisis management. Additionally, the study indicates sources of data that should be used for this type of undertaking (e.g. flood hazard maps, maps of areas at risk of mass land movements, orthophotomaps).
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BOLOGNESI, CECILIA MARIA, and Martina Signorini. "DIGITAL TWINS: COMBINED SURVEYING PRAXIS FOR MODELLING." In ARQUEOLÓGICA 2.0 - 9th International Congress & 3rd GEORES - GEOmatics and pREServation. Editorial Universitat Politécnica de Valéncia: Editorial Universitat Politécnica de Valéncia, 2021. http://dx.doi.org/10.4995/arqueologica9.2021.12137.

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While the construction sector embraces the digitalization, new technologies are spreading and are generating benefits. The need of creating a 3D model of the reality, in particular of the built asset, is not new. The Building Information Modelling, a process that gives a great contribution in improving project quality, reducing errors, avoiding uncertainties and enhancing collaboration, allows a virtual representation of the existing asset enriching its geometry with precious and significant information related to its properties. Despite BIM benefits, BIM models do not take into account the real-time component and do not report the real-time behaviour of the building. Digital twin, the virtual copy of an object, instead creates a real-time virtual twin of the physical asset considering this ingredient and reproducing how the building behaves. The paper starts right from the investigation of the Digital Twin concepts and its main features and proceeds with an analysis of several technologies and instruments exploited till now for the surveying and positioning of existing buildings. In addition, a new toolkit based on AR and coupled with sensors and visualisation tool developed by xxx, an ongoing H2020 project, is presented to show its main advantages when it comes to representing the virtual copy of an existing building.
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Ghaffar, Mehmood, Niklas Biere, Daniel Jäger, Karsten Klein, Falk Schreiber, Olaf Kruse, and Björn Sommer. "3D Modelling and Visualisation of Heterogeneous Cell Membranes in Blender." In VINCI '18: The 11th International Symposium on Visual Information Communication and Interaction. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3231622.3231639.

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