Dissertations / Theses on the topic '3D Navigation'
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TRINDADE, DANIEL RIBEIRO. "3D NAVIGATION TECHNIQUES USING THE CUBE MAP." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2010. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=16322@1.
Full textA utilização de visualizadores 3D é algo cada vez mais comum em diversos ramos de atividades. O surgimento de novas tecnologias, com o resultante aumento do poder de processamento dos computadores atuais, tornou possível a criação de ambientes virtuais 3D maiores e mais ricos em detalhes. No entanto, a navegação em ambientes 3D, especialmente os ambientes multiescala, ainda é um problema para muitos usuários. O objetivo deste trabalho é propor soluções para alguns problemas de navegação 3D, a fim de melhorar a experiência de uso nesse tipo de aplicação. Nesse sentido, são apresentadas técnicas que permitem ajustar automaticamente a velocidade de navegação, os planos de corte e o ponto de centro de rotação. É proposta também uma solução para a detecção e tratamento de colisão entre a câmera e os modelos da cena, além de uma técnica que visa impedir que os usuários fiquem perdidos quando nenhum objeto da cena é visualizado. Essas soluções são baseadas na construção e manutenção de uma estrutura chamada de cubo de distâncias (cube map, no original em inglês), que fornece informações sobre a localização espacial dos pontos da cena em relação à câmera. Atualmente em desenvolvimento no Tecgraf/PUC-Rio, o SiVIEP (Sistema de Visualização Integrado de Exploração e Produção) é um visualizador voltado para profissionais da área de exploração e produção de petróleo, que serviu para a detecção e entendimento dos problemas mencionados e para a validação das soluções implementadas.
The use of 3D viewers is becoming common in several activities. The appearance of new technologies, with the resulting increase in processing power, made possible the creation of larger and richer 3D virtual environments. However, the navigation in 3D environments, especially the multiscale ones, is still a problem for many users. The goal of this work is to propose solutions to some 3D navigation problems in order to improve the user experience with this kind of application. In this sense, techniques to automatically adjust the navigation speed, the clipping planes and the rotation center are presented. It is also proposed a solution for the detection and treatment of collision between the camera and the scene, and a technique that aims to prevent users from getting lost when no scene object is visualized. These solutions are based on the construction and maintenance of a structure called cube map, which provides information about the spatial location of the scene points relative to the camera. Currently in development at Tecgraf/PUCRio, the SiVIEP (Integrated Visualization System for Exploration and Production) is a viewer aimed at professionals in the area of oil exploration and production that was used to detect and understand the mentioned problems, and also for validating the implemented solutions.
Diakov, Georgi. "Automated patient tracking for 3D-navigation with ultrasound." München AVM, 2010. http://d-nb.info/1000247910/04.
Full textSatanek, Brandon L. "The Effects of Multidimensional Navigational Aids and Individual Differences on WWW Hypertext Navigation." Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/36690.
Full textMaster of Science
Mütze, Maria. "Anwendungsbeobachtung computergestützter 3D-Navigation bei transiliosakraler Verschraubung hinterer Beckenringfrakturen." Doctoral thesis, Universitätsbibliothek Leipzig, 2016. http://nbn-resolving.de/urn:nbn:de:bsz:15-qucosa-204727.
Full textThyagaraj, Suraj. "Dynamic System Analysis of 3D Ultrasonic Neuro-Navigation System." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1967797551&sid=3&Fmt=2&clientId=1509&RQT=309&VName=PQD.
Full textPersson, Andreas. "3D Scan-based Navigation using Multi-Level Surface Maps." Thesis, Örebro University, School of Science and Technology, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-11211.
Full textThe field of research connected to mobile robot navigation is much broader than the scope of this thesis. Hence in this report, the navigation topic is narrowed down to primarily concerning mapping and scan matching techniques that were used to achieve the overall task of navigation nature. Where the work presented within this report is based on an existing robot platform with technique for providing 3D point-clouds, as result of 3D scanning, and functionality for planning for and following a path. In this thesis it is presented how a scan matching algorithm is used for securing the alignment between provided succession point-clouds. Since the computational time of nearest neighbour search is a commonly discussed aspect of scan matching, suggestions about techniques for decreasing the computational time are also presented within this report. With secured alignment, the challenge was within representing provided point-clouds by a map model. Provided point-clouds were of 3D character, thus a mapping technique is presented that provides rough 3D representations of the environment. A problem that arose with a 3D map representation was that given functionality for path planning required a 2D representation. This is addressed by translating the 3D map at a specific height level into a 2D map usable for path planning, where this report suggest a novel traversability analysis approach with the use of a tree structure.
Gorges, Sébastien. "Vers un système de navigation 3D en neuroradiologie interventionnelle." Phd thesis, Université Henri Poincaré - Nancy I, 2007. http://tel.archives-ouvertes.fr/tel-00165960.
Full textgeste thérapeutique. Cette machine permet l'acquisition d'une image 3D montrant les artères du patient (ou 3DXA). Cependant, le contrôle visuel du déploiement des
outils (guide, cathéter...) est effectué en 2D avec une image temps réel (ou fluoroscopie). Cette thèse a pour ambition de contribuer à l'amélioration des techniqu
es de guidage en proposant des outils permettant une utilisation de l?image 3D durant le traitement.
Les images étant acquises avec la même machine d'angiographie, nous avons consacré une partie de notre travail au développement de méthodes fiables de calibrage de
la chaîne image portée par l'arceau rotatif de la machine. Le but était de comprendre si l'arceau se déformait ou non sous l'influence de son poids.
Tirant parti du fait que les images sont acquises avec la même machine, nous avons ensuite proposé une méthode de recalage 3D2D entre l'image 3DXA et la fluorosc
opie. Cette méthode exploite les capteurs de position du système et incorpore les déformations subies par le système.
Suite à ces travaux, un système permettant la fusion de l'image 3DXA avec la fluoroscopie a été développé en collaboration avec GE Healthcare et évalué au CHU de Nanc
y pour le traitement des anévrismes cérébraux.
Enfin, un nouveau système doté de deux chaînes images (ou système bi-plan) a été installé à Nancy durant notre thèse. Après avoir développé une méthode de détection 2D du g
uide dans les images fluoroscopiques, nous avons initié une première étude de la reconstruction 3D du guide à partir des images bi-plan.
Jaillot, Vincent. "3D, temporal and documented cities : formalization, visualization and navigation." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSE2026.
Full textThe study and understanding of cities evolution is an important societal issue, particularly for improving the quality of life in an increasingly dense city. Digital technology and in particular 3D city models can be part of the answer. Their manipulation is however sometimes complex due to their thematic, geometric, topological dimensions and hierarchical structure.In this thesis, we focus on the integration of the temporal dimension and in the enrichment with multimedia documents of these 3D models of the city, in an objective of visualization and navigation on the web. Moreover, we take a particular interest in interoperability (based on standards), reusability (with a shared software architecture and open source components) and reproducibility (to make our experiments durable).Our first contribution is a formalization of the temporal dimension of cities for interactive navigation and visualization on the web. For this, we propose a conceptual model of existing standards for the visualization of cities on the web, which we extend with a formalization of the temporal dimension. We also propose a logical model and a technical specification of these proposals.Our second contribution allows the integration of multimedia documents into city models for spatial, temporal and thematic visualization and navigation on the web. We propose a conceptual model for the integration of heterogeneous and multidimensional geospatial data. We then use it for the integration of multimedia documents and 3D city models.Finally, this thesis took place in a multidisciplinary context via the Fab-Pat project of the LabEx IMU, which focuses on cultural heritage sharing and shaping. In this framework, a contribution combining social sciences and computer science has allowed the design of DHAL, a methodology for the comparative analysis of devices for sharing heritage via digital technology. Dans cette thèse, nous nous intéressons à l'intégration de la dimension temporelle et à l'enrichissement avec des documents multimédia de ces modèles 3D de la ville, dans un objectif de visualisation et de navigation sur le web. Nous portons un intérêt particulier à l'intéropérabilité (en s'appuyant sur des standards), à la réutilisabilité (avec une architecture logicielle partagée et des composants open source) et à la reproductibilité (permettant de rendre nos expérimentations pérennes).Notre première contribution est une formalisation de la dimension temporelle des villes pour une navigation et visualisation interactive sur le web. Pour cela, nous proposons un modèle conceptuel des standards existants pour la visualisation de villes sur le web, que nous étendons avec une formalisation de la dimension temporelle. Nous proposons également un modèle logique et une spécification technique de ces propositions.Notre deuxième contribution permet d'intégrer des documents multimédias aux modèles de villes pour une visualisation et une navigation spatiale, temporelle et thématique sur le web. Nous proposons un modèle conceptuel pour l'intégration de données géospatiales hétérogènes et multidimensions. Nous l'utilisons ensuite pour l'intégration de documents multimédias et de modèles 3D de villes.Enfin, cette thèse s'est déroulée dans un contexte pluridisciplinaire via le projet Fab-Pat, du LabEx IMU, qui s'intéresse au partage de la fabrique du patrimoine. Dans ce cadre, une contribution mêlant sciences sociales et informatique a permis de concevoir DHAL, une méthodologie pour l’analyse comparative de dispositifs pour le partage du patrimoine via le numérique
Poppinga, Jann [Verfasser]. "Towards Autonomous Navigation for Robots with 3D Sensors / Jann Poppinga." Bremen : IRC-Library, Information Resource Center der Jacobs University Bremen, 2010. http://d-nb.info/1035033577/34.
Full textCardoso, João Álvaro Couceiro. "3D manipulation and navigation methods with gestures for large displays." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/18575.
Full textO aumento da utilização de ecrãs públicos levou a necessidade de desenvolver novas formas de interação com este tipo de sistemas. A solução que foi considerada nesta dissertação recorreu a utilização de interfaces de utilizador baseadas em gestos, uma vez que não exigem que os utilizadores usem qualquer tipo de dispositivos para al em do seu próprio corpo. Esta dissertação continua o trabalho realizado anteriormente no âmbito do projecto DETI-Interact, que consiste num sistema interativo baseado num ecrã público instalado na entrada do Departamento de Eletrónica, Telecomunicações e Informática, para o qual foram desenvolvidas v arias aplicações que permitem interação com conte udos 2D e 3D através de um sensor Kinect. O principal objetivo deste trabalho foi o de melhorar esses métodos com os novos gestos disponíveis pela mais recente versão do Kinect SDK. Foram realizadas três experiencias com utilizadores para avaliar a usabilidade os métodos de interação propostos, proporcionando a oportunidade de melhorar os métodos existentes, levando a contribuição de um novo método para manipulação de objectos 3D.
The increasing usage public displays led to the necessity of new forms of interaction with this type of systems. The solution that was considered in this dissertation involved gesture-based interfaces, since they do not require users to carry or use any input device other than their own body. This dissertation continues and extends previous work on DETI-Interact, an interactive public display system located at the lobby of Department of Electronics, Telecommunications and Informatics, to which several applications have been developed allowing interactions with 2D and 3D contents using a Kinect sensor. The main objective of this work was to improve those methods and develop new ones using the new gestures provided by the latest version of the Kinect SDK. Three user studies were conducted to evaluate the usability of our proposed navigation and manipulation methods, leading to this dissertation main contribution of a novel method for the 3D object manipulation.
Habib, Yassine. "Monocular SLAM densification for 3D mapping and autonomous drone navigation." Electronic Thesis or Diss., Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2024. http://www.theses.fr/2024IMTA0390.
Full textAerial drones are essential in search and rescue missions as they provide fast reconnaissance of the mission area, such as a collapsed building. Creating a dense and metric 3D map in real-time is crucial to capture the structure of the environment and enable autonomous navigation. The recommended approach for this task is to use Simultaneous Localization and Mapping (SLAM) from a monocular camera synchronized with an Inertial Measurement Unit (IMU). Current state-of-the-art algorithms maximize efficiency by triangulating a minimum number of points, resulting in a sparse 3D point cloud. Few works address monocular SLAM densification, typically by using deep neural networks to predict a dense depth map from a single image. Most are not metric or are too complex for use in embedded applications. In this thesis, we identify and evaluate a state of-the-art monocular SLAM baseline under challenging drone conditions. We present a practical pipeline for densifying monocular SLAM by applying monocular depth prediction to construct a dense and metric 3D voxel map. Using voxels allows the efficient construction and maintenance of the map through raycasting, and allows for volumetric multi-view fusion. Finally, we propose a scale recovery procedure that uses the sparse and metric depth estimates of SLAM to refine the predicted dense depth maps. Our approach has been evaluated on conventional benchmarks and shows promising results for practical applications
Bourdeau, Aude. "Approches avancées de navigation par signaux GNSS en environnement urbain utilisant un modèle 3D." Thesis, Toulouse, ISAE, 2013. http://www.theses.fr/2013ESAE0040/document.
Full textThe use of Global Navigation Satellites System, better known by the acronym GNSS, in an urban environment has grown significantly, especially with the advent of GNSS chips in mobile phones. However, the urban environment introduces many difficulties in GNSS signal reception that can lead to position ?s errors of several tens of meters. We chose to answer these problems by using a 3D city model allowing to simulate a realistic propagation of the GNSS signal in urban environment. The first part of our work regards the Non Line Of Sight problem, where we propose a navigation solution based on a 3D city model to estimate geometrical properties of NLOS measured by the receiver. In a second part, the 3D city model is used to estimate the bias coming from the multipath on the pseudorange measurement. Finally, the last part of our study provides a solution coupling the GNSS signal vectorial tracking method to the information produced from the 3D city model in order to improve the tracking in the context of strong GNSS signal power attenuation
Hsu, P. H. "3D information place : architecture for virtual place-making and information navigation." Thesis, University of Cambridge, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.604679.
Full textReid, Zachary A. "Leveraging 3D Models for SAR-based Navigation in GPS-denied Environments." Wright State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=wright1540419210051179.
Full textGonot, Antoine. "Conception et évaluation d'interfaces de navigation dans les environnements sonores 3D." Paris, CNAM, 2008. http://www.theses.fr/2008CNAM0616.
Full textWe are dealing with usability and Human Computer Interaction, so we are interested, not only in the way to functionalize the spatial auditory cues, but also in the way a spatial auditory display should be implemented. The first study was concerned by an egocentric perspective (or first person view), which offers the minimum of visual information about the space being explored. The experiment was a game-like test, in which the task was to navigate in a simplified virtual town using auditory cues that are provided by different targets. We observed different localization behaviours, more or less effective, which explain the differences in performance between binaural and sterephonic rendering (binaural globally reduced the time needed to make a decision at each crossroad). Secondly, we have defined the architecture of a “zoomable” auditory interface, based on a sonic abstraction composed of two audio nodes, whose semantic is borrowed from MPEG-4 standard: the DirectiveSounds, which are monophonic sounds individually spatialized, and the SurroundingSounds, which are native multi-channel sounds encoding the spatial configuration of a scene (amplitude panning). Once a first prototype has been implemented, we have conducted a last experiment, assessing to which extend the replacement of a group of DirectiveSounds by a single SurroundingSound, is an impairment for the end-user. The results showed that such a substitution offered an enhancement compared to a stereophonic upmix, only when the number of sound sources in the scene was sufficiently important
Wang, Cishen. "Maintenance of a 3D Visualization System." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-2320.
Full textVizz3D is a powerful 3D visualization system. The current version is neither perfect nor up-to-date. Furthermore, some important features are missing. In order to keep the tool valuable it needs to be maintained. I implemented a new feature allowing to save and load the view port in the graph to control the camera position. I also improved the CPU utilization and the navigation system to solve the limitations in Vizz3D and to improve the overall performance.
Hansson, Sofie, and Moa Johansson. "Augmented Reality som navigationshjälpmedel : Designprinciper utifrån ett användarperspektiv." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85682.
Full textDenna studie syftade till att skapa förståelse kring vilka designprinciper som utifrån ettanvändbarhetsperspektiv är avgörande när det kommer till utvecklandet av en navigationslösning medAR-funktionalitet. Studien riktade sig mot att öka medvetenhet kring hur tekniken skulle kunna användasför att agera som hjälpmedel i inom-och utomhusnavigation.Med Design Science Research (DSR) som forskningsmetod, skapades förutsättningar för att kunnaidentifiera problematik med Luleå tekniska universitets befintliga karta. I studien tillämpadesdesigntänkande-processens 7 steg, vilket möjliggjorde för att kunna identifiera dessa problem. Genomenkäter och kvalitativa intervjuer i kombination med observationer gick det att skapa en bild överproblematiken kopplat till Luleå tekniska universitets befintliga karta. Utifrån enkäterna skapades även enförståelse över vilka behov som finns utifrån användarnas perspektiv och genom användartester kundeprototypen utvecklas och förbättras.I det andra steget av designtänkande-processen sattes 4 teman upp utifrån studiens empiri, närmarebestämt Navigation, Augmented Reality, Allmän design samt Feedback. Dessa teman följde som en rödtråd genom studien och användes för att strukturera designprinciperna och utforma prototypen. Vår studievisar på vikten av att genomgående genomföra en konsekvent design vid utformandet av digitala tjänster.Genom detta kan användaren se samband och förstå hur applikationen är uppbyggd. Det gick även attkonstatera att användarmedverkan i ett tidigt skede av designprocessen bidrar till att få insikter i bristeroch positiva aspekter av prototypen som i sin tur leder till att kunna uppfylla användarnas behov. Ettproblem som identifierades var svårigheter att urskilja våningsplan i befintliga navigationslösningar. Föratt kunna urskilja våningsplan fann studien det avgörande att hitta ett komplement till 2D-vyn i ennavigationslösning. Inom prototypen kompletterades detta genom en parallell AR-vy samt text i 2D-vyn.
Ortega, Francisco Raul. "3D Navigation with Six Degrees-of-Freedom using a Multi-Touch Display." FIU Digital Commons, 2014. http://digitalcommons.fiu.edu/etd/1594.
Full textStallkamp, Jan. "Optisches 3D-Messverfahren für die Navigation in der roboterassistierten minimal-invasiven Chirurgie." Heimsheim Jost-Jetter, 2005. http://deposit.d-nb.de/cgi-bin/dokserv?idn=976190060.
Full textAnwar, Qaiser. "Optical Navigation by recognition of reference labels using 3D calibration of camera." Thesis, Mittuniversitetet, Institutionen för informationsteknologi och medier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-18453.
Full textVenable, Donald T. "Implementation of a 3D Imaging Sensor Aided Inertial Measurement Unit Navigation System." Ohio University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1218764810.
Full textChenu, E. "Optimisation polyédrique de terrain 3D pour une navigation interactive en temps réel." Aix-Marseille 3, 1998. http://www.theses.fr/1998AIX30039.
Full textYiakoumettis, Christos. "Semantic navigation of large scale geo-referenced 3D scenes and virtual worlds." Limoges, 2012. https://aurore.unilim.fr/theses/nxfile/default/389358e4-be58-45f6-8896-1e8dc57d1b24/blobholder:0/2012LIMO4049.pdf.
Full textLes évolutions technologiques actuelles font entrer la géo-informatique 3D à son âge numérique, permettant de nouvelles applications potentielles dans le domaine du tourisme virtuel, du loisir, du divertissement et du patrimoine culturel. Des mondes virtuels 3D et des scènes géo-référencées sont utilisés encore plus dans les simulations de catastrophes physiques et de plan d'évacuation ou de scénarios militaires. Il est prouvé que les informations 3D offrent un moyen naturel de navigation. Cependant la personnalisation est un aspect essentiel dans un système de navigation. En dehors des optimisations de distance et du temps l'intégration des préférences des utilisateurs est finalement le point les important d'une navigation. Une architecture efficace de planification d'itinéraire personnalisée est basée tant sur des critères géométriques que sur les préférences de l'utilisateur. Dans ce travail, un cadre multi-couche intégrée est introduit, pour soutenir une navigation efficace centrée sur l'utilisateur, dans des mondes 3D. Habituellement, les préférences de l'utilisateur sont exprimées sous forme d‟un ensemble de poids qui représente le degré d'importance du contenu des métadonnées sémantiques de la scène sur le processus de sélection du tracé. Ces poids, cependant, sont définis par les utilisateurs, en mettant la complexité du côté de l'utilisateur, ce qui rend la personnalisation une tâche ardue. Dans ce travail, une approche alternative est proposée dans laquelle les poids du contenu des métadonnées sont estimés implicitement et de façon transparente pour les utilisateurs, en déplaçant la complexité du côté du système. Ce résultat est obtenu par l'introduction d'une stratégie d'apprentissage en ligne par retour d'expérience qui ajuste automatiquement les poids de variables des métadonnées par exploitation de l'information renvoyée vers le système sur la pertinence des jugements de préférences utilisateur présentés sous une forme de comparaisons par paires. Dans la pratique la mise en oeuvre d'un algorithme de retour d'expérience présente la limitation que plusieurs comparaisons par paires (échantillons) sont nécessaires pour converger vers un ensemble de poids de variables des métadonnées fiables. Pour cette raison, dans ce travail une stratégie de rectification de poids est proposée qui permet d'estimer le poids en exploitant les interrelations de variables de métadonnées définies par une ontologie. Dans la suite, un algorithme d'optimisation génétique est proposé pour sélectionner les itinéraires les plus préférés de l'utilisateur basé sur une approche d'optimisation multi-critères. Pour améliorer le degré de personnalisation en navigation 3D, un algorithme efficace est également mis en place pour estimer les trajectoires 3D autour des objets choisis par la fusion de meilleurs vues projetées en 2D qui contiennent des faces qui ont la plus grande préférence des utilisateurs. Des simulations et des comparaisons ont été effectuées avec d'autres approches, soit dans le domaine de l'apprentissage en ligne ou du choix du tracé en utilisant des mesures objectives en termes de précision et de rappel des valeurs
Muhammad, Naveed. "Contributions to the use of 3D lidars for autonomous navigation : calibration and qualitative localization." Thesis, Toulouse, INSA, 2012. http://www.theses.fr/2012ISAT0001/document.
Full textIn order to autonomously navigate in an environment, a robot has to perceive its environment correctly. Rich perception information from the environment enables the robot to perform tasks like avoiding obstacles, building terrain maps, and localizing itself. Classically, outdoor robots have perceived their environment using vision or 2D lidar sensors. The introduction of novel 3D lidar sensors such as the Velodyne device has enabled the robots to rapidly acquire rich 3D data about their surroundings. These novel sensors call for the development of techniques that efficiently exploit their capabilities for autonomous navigation.The first part of this thesis presents a technique for the calibration of 3D lidar devices. The calibration technique is based on the comparison of acquired 3D lidar data to a ground truth model in order to estimate the optimal values of the calibration parameters. The second part of the thesis presents a technique for qualitative localization and loop closure detection for autonomous mobile robots, by extracting and indexing small-sized signatures from 3D lidar data. The signatures are based on histograms of local surface normal information that is efficiently extracted from the lidar data. Experimental results illustrate the developments throughout the manuscript
Trellet, Mikael. "Exploration et analyse immersives de données moléculaires guidées par la tâche et la modélisation sémantique des contenus." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS262/document.
Full textIn structural biology, the theoretical study of molecular structures has four main activities organized in the following scenario: collection of experimental and theoretical data, visualization of 3D structures, molecular simulation, analysis and interpretation of results. This pipeline allows the expert to develop new hypotheses, to verify them experimentally and to produce new data as a starting point for a new scenario.The explosion in the amount of data to handle in this loop has two problems. Firstly, the resources and time dedicated to the tasks of transfer and conversion of data between each of these four activities increases significantly. Secondly, the complexity of molecular data generated by new experimental methodologies greatly increases the difficulty to properly collect, visualize and analyze the data.Immersive environments are often proposed to address the quantity and the increasing complexity of the modeled phenomena, especially during the viewing activity. Indeed, virtual reality offers a high quality stereoscopic perception, useful for a better understanding of inherently three-dimensional molecular data. It also displays a large amount of information thanks to the large display surfaces, but also to complete the immersive feeling with other sensorimotor channels (3D audio, haptic feedbacks,...).However, two major factors hindering the use of virtual reality in the field of structural biology. On one hand, although there are literature on navigation and environmental realistic virtual scenes, navigating abstract science is still very little studied. The understanding of complex 3D phenomena is however particularly conditioned by the subject’s ability to identify themselves in a complex 3D phenomenon. The first objective of this thesis work is then to propose 3D navigation paradigms adapted to the molecular structures of increasing complexity. On the other hand, the interactive context of immersive environments encourages direct interaction with the objects of interest. But the activities of: results collection, simulation and analysis, assume a working environment based on command-line inputs or through specific scripts associated to the tools. Usually, the use of virtual reality is therefore restricted to molecular structures exploration and visualization. The second thesis objective is then to bring all these activities, previously carried out in independent and interactive application contexts, within a homogeneous and unique interactive context. In addition to minimizing the time spent in data management between different work contexts, the aim is also to present, in a joint and simultaneous way, molecular structures and analyses, and allow their manipulation through direct interaction.Our contribution meets these objectives by building on an approach guided by both the content and the task. More precisely, navigation paradigms have been designed taking into account the molecular content, especially geometric properties, and tasks of the expert, to facilitate spatial referencing in molecular complexes and make the exploration of these structures more efficient. In addition, formalizing the nature of molecular data, their analysis and their visual representations, allows to interactively propose analyzes adapted to the nature of the data and create links between the molecular components and associated analyzes. These features go through the construction of a unified and powerful semantic representation making possible the integration of these activities in a unique interactive context
Markiel, JN M. "Navigation in GPS Challenged Environments Based Upon Ranging Imagery." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1343743930.
Full textÞorsteinsson, Jóhannes. "Real Time Procedural Wind Soundscape : The effect of procedural wind soundscape on navigation in virtual 3D space." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-11452.
Full textDill, Evan T. "Integration of 3D and 2D Imaging Data for Assured Navigation in Unknown Environments." Ohio University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1299616166.
Full textOlsson, Mathias, and Malin Waldebjer. "Användbarhet och begränsad navigation i en interaktiv 3D-miljö : Inredningsverktyg för MIOs möbler." Thesis, University of Kalmar, School of Communication and Design, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-576.
Full textDet har blivit allt mer populärt på senare tid med inredning av hemmet, och det finns idag stora möjligheter med virtuell 3D, vilket gör projektet relevant för tiden vi lever i. Projektet handlar om att skapa en första prototyp av en möblerbar 3D-miljö med tillhörande användarvänligt gränssnitt som ska kunna användas i Mios varuhus. Prototypen bygger på två demofilmer av applikationen där gränssnittet och användarens interaktionsmöjligheter har visualiserats i en vanlig skärm, och 3D-miljön i en 3D-skärm, dessa har sedan synkats med varandra för att ge ett helhetsintryck av applikationen. Gränssnittet skulle vara så pass användarvänligt att Mios kunder själva skulle kunna använda applikationen och med hjälp av speciella 3D-skärmar och renderingstekniker skulle miljön framstå som verklig. Projektet startade med en förstudie, med intervjuer och research. Teorier kring användarvänlighet, virtuell verklighet och framtagning av målgrupp togs fram som grund för arbetet. Teorier kring användarvänlighet tillsammans med ett scenario gjorde att gränssnittet kunde utvecklas utifrån användarvänlig design. Prototypen har presenterats för användare, resultaten tyder på att intresset var stort både bland Mios kunder och anställda på varuhuset i Kalmar. Resultaten från enkäterna bidrog också med information för en framtida utveckling av applikationen. Även användarvänligheten styrktes i enkätsvaren. 3D-miljön som skapades innehöll ett djup och kunde enligt presentationen på användare kunde förklaras som att den upplevdes som verklig.
We are becoming more interested in furnishing in our homes, and there is big opportunities with Virtual 3D, which makes this project relevant for the time we live in. The project is about making a first prototype of a furnish-able 3D environment with integrated user friendly interface to be trailed by Mio for use in their shops. The prototype builds on two demonstration movies of the application where the interface and the users interaction options has been visualized in a standard LCD computer monitor and are synchronized with a 3D environment showing in an auto stereoscopic display. The interface was designed to be user friendly so that Mio´s customer themselves should be able to use the application and with help of special 3D-monitors and rendering techniques the environment should be experienced as in reality. The project started with a feasibility study with interviews and research. Theories taken as the basis for the project were about usability, virtual reality and how to find the right users. Theories around usability together with a scenario made it possible to develop the interface from a user friendly point of view. The prototype has been presented to users, the result indicates that there was a big interest for both the customers of Mio and the employees of Mio in Kalmar. The result from the presentation also contributed to information aiding development of the application in the future. Even the usability was improved by the results of the presentation. The 3D environment that was made contained a depth dimension and according to the user results, it could be described as a real experience.
Gardström, Karin. "3D Navigation for Real-Time MRI using Six Degree of Freedom Interaction Devices." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2280.
Full textReal-time MRI scanning is used to visualize tissue and organs in motion. The real-time approach requires new interaction techniques to facilitate interaction with the scanning plane. The aim of this thesis is to investigate the use of input with six degrees of freedom – 6DOF. An overview over existing 6DOF input devices is given. Three devices are chosen for implementation and evaluation, Flock of Birds, SpaceBall and SpaceMouse.
A simulator application is developed to test the different input devices. The simulator purpose is to imitate the real-time scanning situation. To be able to evaluate speed andaccuracy of the different interaction techniques, methods for measuring time and error are developed. A statistical survey is done on two different tasks to gather data of the interaction. The data is analyzed and the result is that the test subjects find the SpaceMouse superior to the other devices thanks to its kinesthetic feed-back properties and ergonomic benefits. However, the statistical data shows that Flock of Birds is the fastest device and no great difference is showed in accuracy between Flock of Birds and SpaceMouse. SpaceBall was the device that generated the least satisfying data.
Grompone, Alessio A. "Vision-based 3D motion estimation for on-orbit proximity satellite tracking and navigation." Thesis, Monterey, California: Naval Postgraduate School, 2015. http://hdl.handle.net/10945/45863.
Full textThe main challenge addressed in this work is to develop and validate an algorithm able to track and estimate the relative position and motion of on-orbit, un-modeled targets by using only passive vision. The algorithm developed is based on well-known image processing techniques. To achieve this goal, a number of different approaches were analyzed and compared to assess their performance for a satisfactory design. The code also has a modular general structure in order to be more flexible to changes during the implementation until best performance is reached. Artificially rendered high quality, animated videos of satellites in space and real footage provided by NASA have been used as a benchmark for the calibration and test of the main algorithm modules. The final purpose of this work is the validation of the algorithm through a hardware-in-the-loop ground experiment campaign. The development of the Floating Spacecraft Simulation Test-bed used in this work for the validation of the algorithm on real-time acquisition images was also documented in this thesis. The test-bed provides space-like illumination, stereovision and simulated weightlessness frictionless conditions. Insight on the validity of this approach, describing the performance demonstrated by the experiments, the limits of the algorithm and the main advantages and challenges related to possible future implementations in space applications, were provided by this research.
Dill, Evan T. "GPS/Optical/Inertial Integration for 3D Navigation and Mapping Using Multi-copter Platforms." Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1427382541.
Full textScheithauer, Amy T. "3D Relative Position and Orientation Estimation for Rendezvous and Docking Applications Using a 3D Imager." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1265809623.
Full textMütze, Maria [Verfasser], Christoph [Akademischer Betreuer] Josten, Jörg [Akademischer Betreuer] Böhme, Christoph-Eckhard [Gutachter] Heyde, and Gunther Olaf [Gutachter] Hofmann. "Anwendungsbeobachtung computergestützter 3D-Navigation bei transiliosakraler Verschraubung hinterer Beckenringfrakturen : Anwendungsbeobachtung computergestützter 3D-Navigation bei transiliosakraler Verschraubung hinterer Beckenringfrakturen / Maria Mütze ; Gutachter: Christoph-Eckhard Heyde, Gunther Olaf Hofmann ; Christoph Josten, Jörg Böhme." Leipzig : Universitätsbibliothek Leipzig, 2016. http://d-nb.info/1240482094/34.
Full textWilliamson, Brian. "RealNav: Exploring Natural User Interfaces for Locomotion in Video Games." Master's thesis, University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4285.
Full textM.S.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science MS
Wadstein, Erik. "Artistic Techniques to Influence Navigational Behavior in 3D-Games." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2401.
Full textBaichbal, Shashidhar. "MAPPING ALGORITHM FOR AUTONOMOUS NAVIGATION OF LAWN MOWER USING SICK LASER." Wright State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=wright1334587886.
Full textStanton, Adam James. "Simultaneous incremental neuroevolution of motor control, navigation and object manipulation in 3D virtual creatures." Thesis, Keele University, 2017. http://eprints.keele.ac.uk/4238/.
Full textGatzidis, Christos. "Evaluating non-photorealistic rendering for 3D urban models in the context of mobile navigation." Thesis, City University London, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.528481.
Full textMuhammad, Naveed. "Contributions à l'exploitation de lidar 3D pour la navigation autonome : calibrage et localisation qualitative." Phd thesis, INSA de Toulouse, 2012. http://tel.archives-ouvertes.fr/tel-00676797.
Full textPorathe, Thomas. "3-D Nautical Charts and Safe Navigation." Doctoral thesis, Mälardalen University, Department of Innovation, Design and Product Development, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-136.
Full textIn spite of all electronic navigation devices on a modern ship bridge, navigators still lose their orientation. Reasons for this might be excessive cognitive workload caused by too many instruments to read and compile, navigation information that is displayed in a cognitively demanding way, short decision times due to high speed or fatigue due to minimum manning and long work hours.
This work addresses the problem of map information displayed in a less than optimal way. Three new concepts are presented: the bridge perspective, the NoGO area polygons and a dual lane seaway network. Map reading can be difficult due to the problem of mental rotations. By allowing a 3-D nautical chart to be viewed from an egocentric bridge perspective, the need for mental rotations can be removed. The cognitively demanding calculations necessary to find out if there is enough water under the keel can be made by the chart system and the result displayed as of free water and NoGo areas. On land car driving is facilitated by a road-network and a sign system. This notion can be further developed on sea and make navigation easier and safer.
These concepts were then tested in a laboratory experiment, in interviews and in a prototyping project. The results were very promising. The experiment in a laboratory maze showed that map reading from an egocentric perspective was more efficient than using traditional paper and electronic maps. Interviews and expert evaluation of prototypes also showed great interest from practitioners in the field.
Trots all elektronisk utrustning på en modern skeppsbrygga händer det att navigatörerna förlorar orienteringen. Anledningen kan vara hög kognitiv belastning därför att för många olika instrument måste avläsas och integreras samtidigt, att informationen på instrumenten behöver tolkas på ett kognitivt krävande sätt, att tiden för att fatta beslut blir allt kortare på grund av högre hastigheter till sjöss eller på grund av trötthet.
I detta arbete presenteras tre nya koncept för visualisering av navigationsinformation: bryggperspektivet, djupvarningspolygoner och sjövägar.
Kartläsning kan ibland vara svårt på grund av de mentala rotationer en användare tvingas genomföra för att kunna jämföra kartan med verkligheten. Genom att göra det möjligt för en användare att se sjökortet ur ett egocentriskt bryggperspektiv, så onödiggörs dessa mentala rotationer. De kognitivt krävande beräkningar som navigatören behöver göra för att försäkra sig om att det finns tillräckligt med vatten under kölen, kan utföras av kartsystemet och resultatet visas istället som fria vattenytor och djupvarningsområden (NoGo areas). På land underlättas bilkörning av ett vägnät med körbanor, filer och skyltar. Detta system kan i högre utsträckning införas till sjöss för att underlätta säker navigering.
Dessa koncept har sedan testats genom ett laboratorieexperiment, genom intervjuer och i ett prototyputvecklingsprojekt. Resultaten var mycket lovande. Experimentet i en laboratorielabyrint visade klart att 3D-sjökortet var effektivare än både papperskartan och traditionell elektroniska kartor och intervjuerna och expertutvärderingarna visad på stort intresse från yrkesutövare i branschen.
Chaurasia, Gaurav. "Algorithmes et analyses perceptuelles pour la navigation interactive basée image." Phd thesis, Université Nice Sophia Antipolis, 2014. http://tel.archives-ouvertes.fr/tel-00976621.
Full textSadeghi, Gol Mohsen. "The Use of Potential Fields as a Navigation System for Autonomous Helicopters in 3D Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-45927.
Full textNeoaxis PFA
Wang, Yi. "Design and Evaluation of Contextualized Video Interfaces." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/28798.
Full textPh. D.
Abuhadrous, Iyad. "Système embarqué temps réel de localisation et de modélisation 3D par fusion multi-capteur." Phd thesis, École Nationale Supérieure des Mines de Paris, 2005. http://pastel.archives-ouvertes.fr/pastel-00001118.
Full textJoochim, Chanin [Verfasser]. "Autonomous navigation and mapping of mobile robots based on 2D/3D cameras combination / Chanin Joochim." Siegen : Universitätsbibliothek der Universität Siegen, 2011. http://d-nb.info/1017706239/34.
Full textPan, Qing. "Techniques d'interactions mixtes isotonique et élastique pour la sélection 2D et la navigation / manipulation 3D." Thesis, Lille 1, 2008. http://www.theses.fr/2008LIL10093/document.
Full textThe development of human-computer interaction technologies help people to work more efficiently. Meanwhile, traditional technologies could not fulfill the new born requirements in diverse situations. ln 2D WIMP environment the popular isotonic position control device, such as mouse, touch pad, suffers from clutching which is time-consuming and makes the interaction less smooth. lt is getting worse when using a small input device to interact with a larger screen. 3D interactions attract attentions of many researchers. However, the existing techniques allowing both object and view manipulations are not natural or efficient enough to be totally accepted by users. New input devices and corresponding interaction techniques should be proposed to improve the interaction quality. ln this thesis, we propose two techniques based on isotonic-position and elastic-rate control spaces: 2D RubberEdge for reducing the clutching and 3D Haptic Boundary for efficient object manipulations and exploration in VE. For RubberEdge, we adopted a simulation of the ration of a disc, and a mathematical treatment in its mapping function to guarantee a smooth switch between position and rate control. An evaluation of a 2D selecting task was performed. The result showed that RubberEdge outperforms position-only control by 20%. We then proposed two predictive models for selection time with position-only control and with the hybrid control of RubberEdge. We also presented the first RubberEdge prototype for laptop touchpad. Haptic Boundary allows precise object manipulations inside its isotonic zone and camera manipulation on its boundary. Two kinds of force feedbacks were adopted to provide richer camera motions and to avoid the explicit mode switch which greatly increases user's mentalload. The shape and size of isotonic zone is carefully chosen to maximize the benefit of the rate control with both two force feedbacks. An evaluation of car assembling task was performed. The result showed that Haptic Boundary outperformed the unimanual interface with explicit switch by 50%. After analyze the experiment result, the orbiting inspection is combined to enhance the applicability of Haptic Boundary
Runsten, Fredriksson Malin. "Player Exploration and Behaviors : The Influence of Player Navigation." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353041.
Full textMehrtash, Alireza. "Needle Navigation for Image Guided Brachytherapy of Gynecologic Cancer." Thesis, KTH, Skolan för kemi, bioteknologi och hälsa (CBH), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-248042.
Full textUghini, Cleber Souza. "Criando roadmaps a partir de estados de configuração uniformemente distribuídos." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2007. http://hdl.handle.net/10183/10782.
Full textThe creation of good real time movements for bodies with many degrees of freedom (DOF) still remains a challenge. A great amount of DOFs increase, in an exponential way, the quantity of different positions that a body can assume. Making use of that amount of possibilities to generate complex movements can be useful for planning robots’ movements or even to animate virtual characters, however it is extremely expensive in computational terms. There are many algorithms that are based on the use of roadmaps to work with bodies with many degrees of freedom. A roadmap works as a collection of valid body’s positions interconnected, where each connection represents a possibility of a transaction free of collisions. Usually, the techniques which make use of roadmaps follow deterministic or probabilistic approaches to get to the objective. Trough deterministic methods it is possible to explore in a more uniform way the configuration’s space, assuring a better covering and quality of the roadmap. Therefore, probabilistic (or random) approaches allow a better performance and, mainly, make possibly the application of a solution for bodies with higher degrees of freedom. This work proposes a deterministic method applicable to roadmaps generation (ADRM) which provides an adequate covering of the configuration’s space in a completely acceptable time range comparing to other rates. To achieve this goal, first of all a classification of all of the DOFs of the model is made and, then, this classification is used as a parameter to decide how many samples will be generated of each DOF. The combining between the samples of all of the DOFs generates the total amount of samples. To validate the new method, several tests were executed at different environments. The tests were evaluated trough the comparison with other existents techniques, using criteria like the time spent in generating a roadmap and covering of the space of configuration. The results show us that the method achieves a satisfactory covering of the space configuration in an acceptable time range.