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.
Full textMeyer, 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.
Full textIn 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
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.
Full textWang, 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.
Full textWang, Nan. "Visualisation et interaction pour l’exploration et la perception immersive de données 3D." Thesis, Paris, ENMP, 2012. http://www.theses.fr/2012ENMP0090/document.
Full textThe 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
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.
Full textThis 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.
Besançon, Lonni. "An interaction Continuum for 3D Dataset Visualization." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS554/document.
Full textAn 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
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.
Full textHayat, 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.
Full textBerthaut, 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.
Full textLange, Benoît. "Visualisation interactive de données hétérogènes pour l'amélioration des dépenses énergétiques du bâtiment." Thesis, Montpellier 2, 2012. http://www.theses.fr/2012MON20172/document.
Full textEnergy efficiencies are became a major issue. Building from any country have been identified as gap of energy, building are not enough insulated and energy loss by this struc- ture represent a major part of energy expenditure. RIDER has emerged from this viewpoint, RIDER for Research for IT Driven EneRgy efficiency. This project has goal to develop a new kind of IT system to optimize energy consumption of buildings. This system is based on a component paradigm, which is composed by a pivot model, a data warehouse with a data mining approach and a visualization tool. These two last components are developed to improve content of pivot model.In this manuscript, our focus was on the visualization part of the project. This manuscript is composed in two parts: state of the arts and contributions. Basic notions, a visualization chapter and a visual analytics chapter compose the state of the art. In the contribution part, we present data model used in this project, visualization proposed and we conclude with two experimentations on real data
Ajaj, Rami. "TEAMViz : systèmes multi-dispositifs, multi-vues et multi-surfaces pour la visualisation interactive de scènes 3D." Phd thesis, Université Paris Sud - Paris XI, 2009. http://tel.archives-ouvertes.fr/tel-00617855.
Full textMüller, Frederik. "Systém pro využití technologie rozšířené reality v muzeích a galeriích." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-417299.
Full textAlliez, Pierre. "Etude de la représentation géométrique et texturelle de scènes 3D pour les services de visualisation dans un contexte télécommunicant." Phd thesis, Télécom ParisTech, 2000. http://tel.archives-ouvertes.fr/tel-00006476.
Full textWang, Xiyao. "Augmented reality environments for the interactive exploration of 3D data." Electronic Thesis or Diss., université Paris-Saclay, 2020. http://www.theses.fr/2020UPASG052.
Full textExploratory visualization of 3D data is fundamental in many scientific domains. Traditionally, experts use a PC workstation and rely on mouse and keyboard to interactively adjust the view to observe the data. This setup provides immersion through interaction---users can precisely control the view and the parameters, but it does not provide any depth clues which can limit the comprehension of large and complex 3D data. Virtual or augmented reality (V/AR) setups, in contrast, provide visual immersion with stereoscopic views. Although their benefits have been proven, several limitations restrict their application to existing workflows, including high setup/maintenance needs, difficulties of precise control, and, more importantly, the separation from traditional analysis tools. To benefit from both sides, we thus investigated a hybrid setting combining an AR environment with a traditional PC to provide both interactive and visual immersions for 3D data exploration. We closely collaborated with particle physicists to understand their general working process and visualization requirements to motivate our design. First, building on our observations and discussions with physicists, we built up a prototype that supports fundamental tasks for exploring their datasets. This prototype treated the AR space as an extension to the PC screen and allowed users to freely interact with each using the mouse. Thus, experts could benefit from the visual immersion while using analysis tools on the PC. An observational study with 7 physicists in CERN validated the feasibility of such a hybrid setting, and confirmed the benefits. We also found that the large canvas of the AR and walking around to observe the data in AR had a great potential for data exploration. However, the design of mouse interaction in AR and the use of PC widgets in AR needed improvements. Second, based on the results of the first study, we decided against intensively using flat widgets in AR. But we wondered if using the mouse for navigating in AR is problematic compared to high degrees of freedom (DOFs) input, and then attempted to investigate if the match or mismatch of dimensionality between input and output devices play an important role in users’ performance. Results of user studies (that compared the performance of using mouse, space mouse, and tangible tablet paired with the screen or the AR space) did not show that the (mis-)match was important. We thus concluded that the dimensionality was not a critical point to consider, which suggested that users are free to choose any input that is suitable for a specific task. Moreover, our results suggested that the mouse was still an efficient tool compared to high DOFs input. We can therefore validate our design of keeping the mouse as the primary input for the hybrid setting, while other modalities should only serve as an addition for specific use cases. Next, to support the interaction and to keep the background information while users are walking around to observe the data in AR, we proposed to add a mobile device. We introduced a novel approach that augments tactile interaction with pressure sensing for 3D object manipulation/view navigation. Results showed that this method could efficiently improve the accuracy, with limited influence on completion time. We thus believe that it is useful for visualization purposes where a high accuracy is usually demanded. Finally, we summed up in this thesis all the findings we have and came up with an envisioned setup for a realistic data exploration scenario that makes use of a PC workstation, an AR headset, and a mobile device. The work presented in this thesis shows the potential of combining a PC workstation with AR environments to improve the process of 3D data exploration and confirms its feasibility, all of which will hopefully inspire future designs that seamlessly bring immersive visualization to existing scientific workflows
Pomajambo, Shane. "A Complex For Computer Technologies." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/35590.
Full textMaster of Architecture
Dufour, Alexandre. "Segmentation, suivi et visualisation d'objets biologiques en microscopie 3D par fluorescence : Approches par modèles déformables." Phd thesis, Université René Descartes - Paris V, 2007. http://tel.archives-ouvertes.fr/tel-00271191.
Full textLes modèles déformables, également connus sous le nom de contours actifs, font actuellement partie des méthodes de pointe en analyse d'images pour la segmentation et le suivi d'objets grâce à leur robustesse, leur flexibilité et leur représentation à haut niveau sémantique des entités recherchées. Afin de les adapter à notre problématique, nous devons faire face à diverses difficultés. Tout d'abord, les méthodes existantes se réfèrent souvent aux variations locales d'intensité (ou gradients) de l'image pour détecter le contour des objets recherchés. Cette approche est inefficace en microscopie tridimensionnelle par fluorescence, où les gradients sont très peu prononcés selon l'axe de profondeur de l'image. Ensuite, nous devons gérer le suivi d'objets multiples susceptibles d'entrer en contact en évitant leur confusion. Enfin, nous devons mettre en place un système permettant de visualiser efficacement les contours durant leur déformation sans altérer les temps de calcul.
Dans la première partie de ce travail, nous pallions à ces problèmes en proposant un modèle de segmentation et de suivi multi-objets basé sur le formalisme des lignes de niveaux (ou level sets) et exploitant la fonctionnelle de Mumford et Shah. La méthode obtenue donne des résultats quantitatifs satisfaisants, mais ne se prête pas efficacement au rendu 3D de la scène, pour lequel nous sommes tributaires d'algorithmes dédiés à la reconstruction 3D (e.g. la méthode des "Marching Cubes"), souvent coûteux en mémoire et en temps de calcul. De plus, ces algorithmes peuvent induire des erreurs d'approximation et ainsi entraîner une mauvaise interprétation des résultats.
Dans la seconde partie, nous proposons une variation de la méthode précédente en remplaçant le formalisme des lignes de niveaux par celui des maillages triangulaires, très populaire dans le domaine de la conception assistée par ordinateur (CAO) pour leur rendu 3D rapide et précis. Cette nouvelle approche produit des résultats quantitatifs équivalents, en revanche le formalisme des maillages permet d'une part de réduire considérablement la complexité du problème et autorise d'autre part à effectuer un rendu 3D précis de la scène parallèlement au processus de segmentation, réduisant d'autant plus les temps de calculs.
Les performances des deux méthodes proposées sont d'abord évaluées puis comparées sur un jeu de données simulées reproduisant le mieux possible les caractéristiques des images réelles. Ensuite, nous nous intéressons plus particulièrement à l'évaluation de la méthode par maillages sur des données réelles, en évaluant la robustesse et la stabilité de quelques descripteurs de forme simples sur des expériences d'imagerie haut-débit. Enfin, nous présentons des applications concrètes de la méthode à des problématiques biologiques réelles, réalisées en collaboration avec d'autres équipes de l'Institut Pasteur de Corée.
Pouderoux, Joachim. "Création semi-automatique de modèles numériques de terrains - Visualisation et interaction sur terminaux mobiles communicants." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2007. http://tel.archives-ouvertes.fr/tel-00354701.
Full textDans un premier temps, nous nous intéressons à la création de ces modèles à partir d'une source importante de données topographiques constituée par les cartes topographiques. Nous présentons une chaîne complète de traitements permettant de générer un MNT à partir d'une carte topographique numérisée. Nous détaillons particulièrement de nouvelles méthodes de reconstruction des courbes de niveaux et d'interpolation de ces courbes pour générer un MNT. Les différents travaux effectués dans cette thématique s'intègrent au sein de la plate-forme logicielle AutoDEM que nous avons développée durant cette thèse.
Puis, dans une deuxième partie, nous présentons une nouvelle technique permettant de visualiser des MNT en 3D sur une large gamme de dispositifs allant de stations de travail reliées à de grands écrans jusqu'à des terminaux mobiles (TM) à faibles capacités tels que les PDA ou les téléphones portables. L'intérêt majeur de la technique présentée, qui repose sur un mode connecté client-serveur, réside dans l'adaptation dynamique du modèle 3D aux capacités d'affichage du terminal. Nous nous intéressons également à des techniques de rendu à distance et présentons deux techniques permettant d'offrir d'une part une visualisation interactive temps réel et d'autre part un panorama virtuel à l'utilisateur.
Enfin, dans un troisième temps, nous décrivons des techniques nouvelles permettant à un utilisateur mobile disposant d'un TM de naviguer et d'interagir avec des données géographiques (cartes ou plans 2D et scènes 3D). La première est une technique d'interaction tangible et bi-manuelle reposant sur la détection par analyse du flux vidéo d'une cible décrivant un code couleur. La deuxième est une technique de sélection à deux niveaux adaptée aux TM ne disposant pas de dispositif de pointage continu.
Palm, Kajsa. "Design and use of 3D typography for indoor Augmented Reality mobile applications." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-148619.
Full textLouis, Thibault. "Implémentation et bénéfices des systèmes d'interaction haute-fidélité : d'un contrôle plus performant à un apprentissage d'objets 3D plus rapide." Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALM047.
Full textInteracting with 3D virtual scenes is essential for numerous applications. Among others: 3D data visualization, computer assisted design, training simulators and video games. Performing this task through 2D systems like desktop computers or multi-touch tablets can be tedious. To interact more efficiently with 3D contents, high fidelity interactive systems such as virtual reality head-mounted displays try to reproduce the interactive modalities available in real life. Such systems offer a stereoscopic head-coupled rendering and an isomorphic control of 3D objects. However, there is a lack of rigorous studies that showed their benefits in the literature. This thesis has two purposes. We want to enrich the literature through controlled user studies that bring robust results on high fidelity systems' benefits. We also seek to provide the means to implement the most efficient high fidelity experiences.In this manuscript, we start by presenting a state of the art of existing high fidelity devices and their potential benefits. We especially introduce a promising approach called handheld perspective corrected displays (HPCD), that we particularly studied through this thesis.We then present two contributions that allowed us to quantify high fidelity systems benefits. We studied two tasks involving very different cognitive processes in order to attest the variety of applications that could benefit from those systems. The first study concerns a 6D docking task. The two high fidelity systems that we tested, an HPCD and a virtual reality head mounted display, performed respectively 43% and 29% more efficiently than the status quo (an articulated arm used alongside a flat screen). The second study focuses on the task of learning the shape of an unknown 3D object. Regarding this task, the two previously studied high fidelity systems allowed to enhance by 27% the object's recognition performances when compared to the use of a multi-touch tablet.We then present two other contributions that bring solutions to ease both hardware and software implementation of high fidelity systems. We provide a method to evaluate the impact of several technical parameters on the presence felt during an interactive experience, which is a feeling that testifies to the experience’s fidelity with regard to the simulated reality. Using this method in a user study allowed us to identify the fact that, with the tested HPCD, the tracking stability and the rendering frame rate were the most critical parameters concerning presence. We finally suggest a suit of interacting techniques that enable the implementation of applications well suited for spherical HPCD, and any other devices that provide a manipulable screen held with both hands. The proposed interactions take advantage of the efficient control of the device rotations and appeared to be both intuitive and efficient during a qualitative test in an anatomy learning application
Gustavsson, Per. "Creation and optimization of motion-based platform game in Unity 3D : How variated levels in amotion based platform game affects performance." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170824.
Full textZhou, Hanyue. "Fashion E-Commerce in the 3D Digital Era : A 3D Interactive Web User Interface for Online Products." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232009.
Full textFashion varumärken har alltid varit avantgarde i att omfamna ny teknik och nya format av detaljhandel affärsmodeller. Den snabba utvecklingen inom 3D-digitalteknik, inklusive 3D-skanning, 3D-modellering och 3D-webbearbetning, har medfört många nya möjligheter till modebranschen, särskilt när det gäller att forma framtida fashion e-handel. Det traditionella 2D-användargränssnittet och 2D-medieinnehållet har begränsad förmåga att visa alla detaljer i en produkt i full 360 grader, och färgnoggrannheten hos produkter i bilder är också ett vanligt problem. Denna avhandling fokuserar på hur man använder 3D-teknik för att förbättra varumärkets identitet och minska avkastningsgraden genom att utforma och implementera ett webb 3D-användargränssnitt för mode-e-handel. Ett interaktivt 3D-produkt användargränssnitt designades och användes för test. Resultaten presenterade fördelar och nackdelar med det utformade 3D-användargränssnittet och utvärderades i vilken utsträckning kan detta tillvägagångssätt hjälpa till att lösa varumärkesidentitetsproblemet och problemet med hög avkastning för fashion e-handel. Det visar sig att 3D-användargränssnittet är rikt på detaljerad berättande och produktnoggrannheten kan förbättras med hjälp av fysisk baserad renderingsteknik och dynamiska virtuella ljusmiljöer. Resultaten visar emellertid också att det fortfarande finns många tekniska begränsningar för att utveckla virtuella showroom och 3D-användargränssnittet.
Almeida, Rodrigo Andrade Botelho de. "Contribution aux techniques pour enrichir l'espace moteur et l'espace visuel des dispositifs d'interaction bureautique." Phd thesis, Conservatoire national des arts et metiers - CNAM, 2009. http://tel.archives-ouvertes.fr/tel-00555505.
Full textGreffard, Nicolas. "Visualisation stéréoscopique et interactive de structures en communautés dans des graphes." Phd thesis, Université de Nantes, 2013. http://tel.archives-ouvertes.fr/tel-01072368.
Full textNoé, Estelle. "3D layered articulated object from a single 2D drawing." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-216943.
Full textAtt modellera artikulerade objekt gjorda av styva delar lagda i lager som används till att fylla 3D-scener i datorspel och filmskapande är en komplex och tidsödande uppgift för digitala konstnärer. Den här undersökningen föreslår ett skiss-baserat tillvägagångssätt att effektivt modellera artikulerade 3D-objekt lagda i lager, såsom djur med styva skal och rustning, i att annotera ett 2D-foto manuellt, och eventuellt skapa det från automatiskt beräknade 2D-mönster. Hänsyn är tagen till symmetriska objekt sedda under en 3/4 vy, och annotera framträdande egenskapersåsom extremiteter av de styva artikulerade delarna som en blandning avcirkulära och Bézier-kurvor, kan det här tillvägagångssättet hämta information om djup, gömda delar och rotations-artikulerade strukturer. Den slutliga formen består av ett set av fyrsidiga polygoner som kan bli tillplattade i 2D. Detaljer såsom öron, svansar och ben där framtida modeller använder dedikerade annotationer. Noggrannheten av rekonstruktionen har blivit validerad på syntetiska cylindriska exempeloch dess robusthet i att rekonstruera en 3D-modell av en rustning, ett bältdjur och en räka. Den senare skapades slutligen med hjälp av papper.
Férey, Nicolas. "Exploration immersive de données génomiques textuelles et factuelles : vers une approche par visual mining." Paris 11, 2006. http://www.theses.fr/2006PA112235.
Full textThis thesis concerns the immersive exploration of textual and factual genomic data. The goal of this work is to design and study new approach for exploring genomic data within an immersive framework (i. E. Of virtual reality). The knowledge about genome is constituted by factual data, coming from structured biological or genomic databanks, and by textual data, namely the unstructured data within the millions publications relating to the research about genome. These data are heterogeneous, huge in quantity, and complex. The stake of this work is to propose visualization and interaction paradigms, which are able to deals with these characteristics. These paradigms must also be adapted to the immersive framework, and must respect the needs of the biologists. We used common points of genomic databanks, to design an original visualization paradigm, where the user is able to choice a translation of the semantic of the genomic data to visual, geometric or topologic properties. We implemented a software prototype in order to test and validate the visualization paradigm within an immersive framework. In this context, we proposed and tested new interaction paradigms, in order to navigate, search and edit the genomic data during the immersive exploration. We used finally this software to lead several experiments of genomic data analysis with biologists, in order to measure the relevance of this visual mining approach on different kinds of genomic data
Johansson, Sofia. "Information design for product visualisations : Developement of a information design for carton boxes." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85902.
Full textEson Pac är ett företag som utvecklar läkemedelsförpackningar. Ett problem som företagethar i dagsläget är att de inte har ett underlag för att visa sina produkter ochinformation kring dem. Denna rapport presenterar utvecklingen av detta till företaget,genom ett examensarbete. Det viktiga fokuset i arbetet har varit att ta fram en informationsdesignsom informerar och visualiserar deras produkter på ett användarvänligtsätt.Genom att följa välgrundad teori och forksningsbaserade metoder har det itterativa arbetettagit form. Detta dels genom att följa en IDEO baserad processmetod som kallasthree I method som innehåller de tre faserna Inspirera, idegenerera och implementera.Utefter Eson Pac’s önskemål har vissa begränsningar gjorts vid framtagnignen avresultatet såsom färger och innehållande information, utöver dethar fokus legat på attta fram ett resultat som gynnar användarna. Arbetet resulterade i en interaktiv informationsdesignmed framtagna animeringar och illustrationr av företagets produktertilsammans med information kring dem.
Reski, Nico. "Change your Perspective : Exploration of a 3D Network created with Open Data in an Immersive Virtual Reality Environment using a Head-mounted Display and Vision-based Motion Controls." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-46779.
Full textBonnel, Nicolas. "Génération dynamique de présentations interactives en multimédia 3D, de données, pour les applications en ligne." Phd thesis, Université Rennes 1, 2006. http://tel.archives-ouvertes.fr/tel-00532641.
Full textZhang, Jing. "Development of Chlorella vulgaris and Saccharomyces cerevisiae in immobilized cultures." Thesis, université Paris-Saclay, 2020. http://www.theses.fr/2020UPASC034.
Full textChlorella vulgaris (C. vulgaris) is a model organism that has high commercial potential in the food and energy field, with proved feasibility of cultures as biofilms and yeast/ microalgae co-culture for in situ CO2 mitigation in biotechnological processes. This PhD work focuses on immobilized colonies in pure or mixed cultures. It proposes a better understanding of the interactions within and between colonies, with the ultimate goal of understanding and optimizing co-cultures.To archive these goals, a comprehensive protocol and required innovative experimental devices were developed including inoculation techniques, immobilized culture devices with gas sensors, 3-D imaging using a structured-light microscope, image processing, calibrated gas balance equation and data analysis. Care was also taken regarding incubation conditions, determination of dry mass, glucose concentration, cell size and density.Firstly, the development of single C. vulgaris colonies under heterotrophic conditions was studied. Based on the biological model proposed for the growth dynamics in height and radius, we concluded that the colonies expanded at a constant rate in the horizontal direction and a decreasing rate in the vertical direction. The trends are consistent with the cumulative effects of glucose and oxygen availability. A spherical cap best describes the shape of the colonies during the growth period. The intraspecies interaction of C. vulgaris was investigated by growing several colonies on the same plate with different initial separation distances: 1.5 mm, 3mm, and 15 mm. No significant effects of colony merging were observed on the growth rates in radius and height.Then, the effect of light was tested in two ways: presence of light throughout the culture and exposition to light after a first, purely heterotrophic, period. The shape of colony is significantly affected by the cultivation mode: the heterotrophic growth colony keeps a spherical cap, while the mixotrophic growth colony reaches a cylindrical shape, due to a radial growth almost completely stopped after some days. Thanks to the gas measurement device, the raw data were analyzed using a gas balance equation to obtain the biological source terms of O2 and CO2. Gas yield (mass ratio of gas to dry mass of cell) are proposed for the different growth conditions. A synergy is highlighted between photosynthesis at the top of the colony and heterotrophy at the base.The interspecies interaction of C. vulgaris and S. cerevisiae were studied at two levels: cell-cell level within the same colony and colony-colony level. At the colony-colony level, colonies of C. vulgaris and S. cerevisiae were inoculated with two different initial separation distances (3 mm and 15 mm). Colonies were observed continuously for one month. Even though additional investigation is needed, the observed growth and interaction seems to be mostly explained by the much larger growth rate of yeast. After merging S. cerevisiae colonies eventually envelop C. vulgaris colonies. At the cell-cell level, C. vulgaris and S. cerevisiae intermixed colonies were observed in 3D. Due to its fast grow, S. cerevisiae cells eventually dominate the whole colony, at the exception of some C. vulgaris cells present in the core of the colony and on the top. C. vulgaris cells almost stop growing when the nutrients are limited
Rajaonarivo, Hiary Landy. "Approche co-évolutive humain-système pour l'exploration de bases de données." Thesis, Brest, 2018. http://www.theses.fr/2018BRES0114/document.
Full textThis thesis focus on a proposition that helps humans during the exploration of database. The particularity of this proposition relies on a co-evolution principle between the user and an intelligent interface. It provides a support to the understanding of the domain represented by the data. A metaphor of living virtual museum is adopted. This museum evolves incrementally according to the user's interactions. It incarnates both the data and the semantic information which are expressed by a knowledge model specific to the domain of the data. Through the topological organization and the incremental evolution, the museum personalizes online the user's exploration. The approach is insured by three main mechanisms: the evaluation of the user profile modelled by a dynamical weighting of the semantic information, the use of this dynamic profile to establish a recommendation as well as the incarnation of the data in the living museum. The approach has been applied to the heritage domain as part of the ANTIMOINE project, funded by the National Research Agency (ANR). The genericity of the latter has been demonstrated through its application to a database of publications but also using various types of interfaces (website, virtual reality).Experiments have validated the hypothesis that our system adapts itself to the user behavior and that it is able, in turn, to influence him.They also showed the comparison between a 2D interface and a 3D interface in terms of quality of perception, guidance, preference and efficiency
Nilsson, Max. "VR som verktyg i kommunal fysisk planering av offentliga platser." Thesis, Blekinge Tekniska Högskola, Institutionen för fysisk planering, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16382.
Full textThe process of digitalizing our society is in full swing and the Swedish government has set its sight on Sweden being the spearhead of development and innovation in the field. There is great demand for digital solutions among Swedish citizens and most branches of industry are making investments to answer it. What this means for spatial planning is, among other things, that new technical solutions should be explored to keep up with citizens demands regarding participatory planning today and in the future. The purpose of this thesis has been to explore virtual reality technology’s potential and application in municipalities spatial planning. With point of departure in Jan Gehl’s “12 quality criteria for public space” a case study was performed on Nättraby center in Karlskrona municipality. This was followed by a plan proposal constructed in 3D with a documented design process and work methodology for working with VR in spatial planning. Gehl’s method was then applied in the virtual environment where officials from Karlskrona municipality evaluated the plan proposal. The purpose of the method for analyzing public space was to highlight the strengths and weaknesses of the technology to create a discussion with officials from Karlskrona municipality, through an interview, about where VR is best used and how spatial planning proposals should be visualized to fulfill the municipality’s intent with using the technology. The results showed that the analysis method “12 quality criteria for public space” proved to be applicable in a virtual environment, but some of the criteria were easier to evaluate than others. Criteria related to scale, space and relation between volumes deemed easiest to evaluate. Criteria related to actual movement and senses that were not simulated like sound and touch were deemed harder to evaluate, but their lack of representation did not hinder the planning officials to evaluate the criteria. In the design of planning proposals for VR the officials emphasized the need to communicate to its citizens that the proposal was changeable and discuss the importance of the relation between level of detail and the proposals communicative intent.
Lam, Benny, and Jakob Nilsson. "Creating Good User Experience in a Hand-Gesture-Based Augmented Reality Game." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-156878.
Full textYalçınkaya, Beril. "Designing 3D scenarios and interaction tasks for immersive environments." Master's thesis, 2020. http://hdl.handle.net/10400.26/35865.
Full textIn the world of today, immersive reality such as virtual and mixed reality, is one of the most attractive research fields. Virtual Reality, also called VR, has a huge potential to be used in in scientific and educational domains by providing users with real-time interaction or manipulation. The key concept in immersive technologies to provide a high level of immersive sensation to the user, which is one of the main challenges in this field. Wearable technologies play a key role to enhance the immersive sensation and the degree of embodiment in virtual and mixed reality interaction tasks. This project report presents an application study where the user interacts with virtual objects, such as grabbing objects, open or close doors and drawers while wearing a sensory cyberglove developed in our lab (Cyberglove-HT). Furthermore, it presents the development of a methodology that provides inertial measurement unit(IMU)-based gesture recognition. The interaction tasks and 3D immersive scenarios were designed in Unity 3D. Additionally, we developed an inertial sensor-based gesture recognition by employing an Long short-term memory (LSTM) network. In order to distinguish the effect of wearable technologies in the user experience in immersive environments, we made an experimental study comparing the Cyberglove-HT to standard VR controllers (HTC Vive Controller). The quantitive and subjective results indicate that we were able to enhance the immersive sensation and self embodiment with the Cyberglove-HT. A publication resulted from this work [1] which has been developed in the framework of the R&D project Human Tracking and Perception in Dynamic Immersive Rooms (HTPDIR).
Bouvier, Simon. "Utilisation de la visualisation interactive pour l’analyse des dépendances dans les logiciels." Thèse, 2011. http://hdl.handle.net/1866/6263.
Full textUnderstanding the structure of software is an important first step in solving tasks of analysis and maintenance on it. However, in addition to the links defined by the hierarchy, there exists another type of links between elements of software that are called adjacency links. A complete understanding of software must take account of all these types of links. Visualization tools are generally effective in helping a developer in his understanding of software by presenting the information in a clear and concise manner. However, viewing these two types of links generate in general a lot of visual clutter, making these visualizations inefficient to provide useful information on these links. We propose in this M.Sc. thesis a 3D visualization tool that can represent both the hierarchical structure of an application and the adjacency relationships between its elements. Our tool uses three different types of layout to represent the hierarchy. Each layout can support efficiently the display of adjacency links. To represent adjacency links, we propose a 3D version of the Hierarchical Edge Bundles algorithm. We also use a metaheuristic algorithm to improve our layouts to further reduce visual clutter in the adjacency links. Moreover, our tool provides a set of interaction possibilities that allows a user to navigate through the information provided by our visualization. Our contributions have been evaluated successfully on large software systems.
(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.
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