Academic literature on the topic 'VRML (Virtual Reality Modeling Language)'

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Journal articles on the topic "VRML (Virtual Reality Modeling Language)"

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Lou, Xi Yin. "Product Manufacturing Technology Based on Virtual Reality Modeling Language." Advanced Materials Research 904 (March 2014): 493–95. http://dx.doi.org/10.4028/www.scientific.net/amr.904.493.

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Virtual reality modeling language (VRML) system is a new type of human-computer interaction system. it also is the development direction of modern mechanical design. This paper expounds the characteristics of VRML, presents the key technology of VRML from the mechanical product development mode, and it probes into the VRML research direction. Key Words:Mechanical design; Virtual manufacturing; Technology; Virtual reality modeling
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Novak-Marcincin, Jozef. "Virtual Reality Modeling Language as Tool for Automated Workplaces Simulation." Applied Mechanics and Materials 309 (February 2013): 372–79. http://dx.doi.org/10.4028/www.scientific.net/amm.309.372.

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Virtual Reality Modelling Language (VRML) is description language, which belongs to a field virtual reality (VR) system. The file, which is in VRML format, can be interpreted by VRML explorer in three-dimensional scene. VRML was created with aim to represent virtual reality on Internet easier. Development of 3D graphic is connected with Silicon Graphic Corporation. VRML 2.0 is the file format for describing interactive 3D scenes and objects. It can be used in collaboration with www, can be used for 3D complex representations creating of scenes, products or VR applications VRML 2.0 enables represent static and animated objects too. Interesting application of VRML is in area of automated workplaces simulation.
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Weining, Sun, and Zhao Cheli. "Applications of virtual reality modeling language technology for COVID-19 pandemic." Journal of Intelligent & Fuzzy Systems 39, no. 6 (2020): 8643–53. http://dx.doi.org/10.3233/jifs-189260.

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During COVID-19 pandemic, researchers have used innovative technologies for fast tracking the development to end this pandemic. Virtual Reality (VR) has offered an imperative role for fighting this pandemic, through audiovisual-based virtual communication. Virtual reality modeling language (VRML), as an international standard of virtual reality, has developed rapidly. VRML expanded the function of script node by introducing Java and script programs written in java script language. This paper presents a VRML method. Libraries and platoons are virtualized to meet the normal use of users. In principle, any text editing system can be used for VRML programming, but some editing systems have few related functions and are not suitable for large-scale VRML Scene Design. The VRML algorithm proposed in this paper can be applied to large buildings. The VRML algorithm proposed in this paper is compared with the traditional algorithm. The VRML algorithm proposed in this paper is superior to the traditional algorithm in the aspects of realism, interactivity, design rationality and execution speed. The practicability of the VRML algorithm is proved. It provides help for people who are inconvenient to go out during the protection period of covid-19.
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Zheng, Chen, Shang Wei Liu, and Shu Jun Zhang. "Three-Dimensional CAD Graphics and Virtual Reality File Conversion." Applied Mechanics and Materials 501-504 (January 2014): 2550–53. http://dx.doi.org/10.4028/www.scientific.net/amm.501-504.2550.

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Using VRML virtual reality modeling language standard steel structure CAD graphics switch into a text file. Making the complex 3D graphics information expressed in VRML environment. Make CAD graphics and VRML file according to the respective standards can use inverse. Drawings transformed into each other to create a practical and effective method.
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Jiang, Hua. "The Research and Implementation of Virtual Laboratory Based on VRML." Applied Mechanics and Materials 519-520 (February 2014): 907–10. http://dx.doi.org/10.4028/www.scientific.net/amm.519-520.907.

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Virtual laboratory for experimental teaching provided a new form, virtual reality modeling language (VRML language) for virtual laboratory construction provides economic effective means. Virtual experiment technology as a new teaching media, which appears to modern teaching will no doubt, especially remote teaching far-reaching impact .This paper discusses the realization method of the virtual laboratory based on VRML.
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Yu, Dong Xian, and Huan Song. "Designing Interactive Virtual Products Using VRML and Java." Applied Mechanics and Materials 442 (October 2013): 588–92. http://dx.doi.org/10.4028/www.scientific.net/amm.442.588.

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This paper exploits the combination of VRML (Virtual Reality Modeling Language) and Java for the construction of highly interactive products. The products are modeled in vrml, which allows the definition of a Java program to process and generate events that determine the interactive of the product. An application for the generation of Java graphical interfaces was developed, aiming to establish the communication between the user and the vrml product, sending parameters to the program that controls the product.
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Лавлинский and V. Lavlinskiy. "Theory of modeling components for systems of design automation of electronic database on the basis of synthesis of virtual reality." Modeling of systems and processes 6, no. 3 (2014): 16–19. http://dx.doi.org/10.12737/2383.

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Ou, Yan Qun, Li Zhou, and Yu Ping Fang. "Research on B2C Electronic Commerce System Based on X3D/VRML." Advanced Materials Research 328-330 (September 2011): 1689–92. http://dx.doi.org/10.4028/www.scientific.net/amr.328-330.1689.

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Firstly, the thesis analyzes the basic concepts and features of X3D virtual reality modeling language (VRML), X3D is 3D graphic criterion that is follow on, extensible. Secondly, the thesis presents the application frame of VRML in B2C Electronic Commerce systems. By using the technology of VRML, such as the 3D modeling technology, interactive technology and database access technology combined with ASP, the E-commerce system can connect business and customer. The B2C E-commerce platform based on X3D/VRML technology has the trait of instant, 3d, interactive and verisimilitude, provide enhanced receptivity and interactivity for E-commerce. With the organic integration of E-commerce system and VRML technology, the competitiveness of E-commerce will be improved. Virtual 3D B2C E-commerce system will be the platform for enterprise informatization.
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Yang, Xiang, Tobias Marx, Marco Zimmermann, Hans Hagen, and Jan C. Aurich. "Virtual Reality Animation of Chip Formation during Turning." Advanced Materials Research 223 (April 2011): 203–11. http://dx.doi.org/10.4028/www.scientific.net/amr.223.203.

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Virtual Reality (VR) technology allows the animation of machining operations. The kinematic of the machining operation and the geometry of the parts are allocated prevalently to VR using the Virtual Reality Modeling Language (VRML). In order to visualize the machining operation close to reality, the chip formation process needs to be animated as well. This paper presents the virtual reality animation of external cylindrical turning considering the chip formation and the results of the machining operation, such as the process forces. The chips are described numerically using JavaScript which is embedded into the VRML. The JavaScript accesses in addition to an experimentally generated database in order to display the results of the machining operation. The turning operation is visualized both in a non-immersive graphic user interface and an immersive Cave Automatic Virtual Environment (CAVE).
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Becker, Matthew W., and James W. Schuetz. "An Introduction to Ground-Water Modeling Using Virtual Reality Modeling Language (VRML)." Journal of Geoscience Education 51, no. 5 (2003): 506–11. http://dx.doi.org/10.5408/1089-9995-51.5.506.

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Dissertations / Theses on the topic "VRML (Virtual Reality Modeling Language)"

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Lívio, Neves da Costa Carneiro Eduilson. "Geração de modelos virtuais cartográficos urbanos." Universidade Federal de Pernambuco, 2003. https://repositorio.ufpe.br/handle/123456789/2529.

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Made available in DSpace on 2014-06-12T15:59:01Z (GMT). No. of bitstreams: 2 arquivo4816_1.pdf: 2799351 bytes, checksum: e24cd48b5d81ce6555331ed417d56fe2 (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2003<br>As interfaces gráficas, através da utilização da tecnologia de realidade virtual, possibilitam uma interação eficiente, agradável e produtiva entre o usuário e modelos cartográficos digitais. Este trabalho versa sobre a criação de modelos cartográficos digitais tridimensionais, que terão como base na entrada de dados, arquivos no formato DXF (Drawing Interchange File), formato padrão para aplicativos da área da cartografia, e produzirá arquivos da tecnologia VRML (Virtual Reality Modeling Language), tecnologia criada para Web de domínio público, sem plataforma definida e de fácil utilização. O objetivo desta proposta é criar modelos que consigam representar as informações com um grau de realismo satisfatório para o usuário e que ainda permitam uma performance agradável no descarregamento e na navegação
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Murray, Mark W. Quigley Jason M. "Automatically generating a distributed 3D virtual Battlespace using USMTF and XML-MTF air tasking orders, Extensible Markup Language (XML) and Virtual Reality Modeling Language (VRML)." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2000. http://handle.dtic.mil/100.2/ADA381836.

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Thesis (M.S. in System Technology)--Naval Postgraduate School, June 2000.<br>Thesis advisor(s): , Brutzman, Donald P. ; Boger, Dan. "June 2000." Includes bibliographical references (p. 373-374). Also available in print.
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Murray, Mark W., and Jason M. Quigley. "Automatically generating a distributed 3D virtual Battlespace using USMTF and XML-MTF air tasking orders, Extensible Markup Language (XML) and Virtual Reality Modeling Language (VRML)." Thesis, Monterey, California. Naval Postgraduate School, 2000. http://hdl.handle.net/10945/7638.

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For the past three decades, the Department of Defense (DoD) has used the U.S. Message Text Format (USMTF) as the primary means to exchange information and to achieve interoperability between joint and coalition forces. To more effectively exchange and share data, the Defense Information Systems Agency (DISA), the lead agency for the USMTF, is actively engaged in extending the USMTF standard with a new data sharing technology called Extensible Markup Language (XML). This work translates and synthesizes Air Tasking Order (ATO) data messages written in XML into a three-dimensional (3D) air attack plan within a virtual environment through the use of the Virtual Reality Modeling Language (VRML)
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Hunsberger, Michael G. "3D visualization of tactical communications for planning and operations using Virtual Reality Modeling Language (VRML) and Extensible 3D (X3D)." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2001. http://handle.dtic.mil/100.2/ADA393819.

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Thesis (M.S. in Systems Technology, Joint C3 Systems, M.S. in Computer Science) Naval Postgraduate School, June 2001.<br>Thesis advisors, Dan Brutzman, Dave Laflam, Dan Boger. Includes bibliographical references (p. 267-270). Also Available online.
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Yeh, Andy Ju-Chih. "Knowledge construction of 3D geometry in virtual reality microworlds." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16648/.

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The recent development of virtual reality (VR) technology carries powerful potential that can be utilised to facilitate the learning of 3D geometry. Therefore, a new approach for teaching and learning of 3D geometry that utilises a virtual reality learning environment (VRLE) is proposed in this research study. This research study aimed to: (a) design and evaluate a VRLE to facilitate the learning of 3D geometry concepts and processes by upper primary school students, and (b) generate theoretical and design principles that will have application both within and beyond the immediate research study. The research methodology employed was design experiments or design-based research. Informed by this methodology, the research design consisted of iterative cycles of developing/revising a conceptual framework, designing/prototyping a VRLE, enacting/evaluating the VRLE, and reflecting/redesigning the research. An initial conceptual framework was generated through extensive literature review to inform the design and evaluation of a VRLE. Based on the conceptual framework, a prototype VRLE named VRMath was then designed and implemented. The enactment and evaluation of VRMath consisted of two iterations. Iteration 1 (six hours/sessions with two students of Year 5 and 6) was conducted using the prototype VRMath (Yeh & Nason, 2004). Based on the findings from Iteration 1, nine learning activities were developed and research protocols (e.g., observation and interview) were revised for Iteration 2. Iteration 2 involved six primary school students (Year 4-5) for eight weeks (two hours/sessions per week). Findings from Iteration 2 confirmed and identified some usability issues of VRMath system and many new ways of thinking and doing 3D geometry when students interacted with VRMath. These have implications on the design of VRMath and the teaching and learning of 3D geometry within the VRMath environment. Justifications about the conceptual framework and students' learning within VRMath were made after the two iterations of enactment and evaluation. The learning activities and VRMath were also revised and redesigned for the preparation of future iterations. After a full cycle of the design-experiments, this research study concluded with a proto-theory (semiotic framework) for the design of and learning within VRLEs, and visions for using VRLEs in mathematic and technology education.
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Yeh, Andy Ju Chih. "Knowledge construction of 3D geometry in virtual reality microworlds." Thesis, Queensland University of Technology, 2007. https://eprints.qut.edu.au/16648/1/Andy_Ju-Chih_Yeh_Thesis.pdf.

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The recent development of virtual reality (VR) technology carries powerful potential that can be utilised to facilitate the learning of 3D geometry. Therefore, a new approach for teaching and learning of 3D geometry that utilises a virtual reality learning environment (VRLE) is proposed in this research study. This research study aimed to: (a) design and evaluate a VRLE to facilitate the learning of 3D geometry concepts and processes by upper primary school students, and (b) generate theoretical and design principles that will have application both within and beyond the immediate research study. The research methodology employed was design experiments or design-based research. Informed by this methodology, the research design consisted of iterative cycles of developing/revising a conceptual framework, designing/prototyping a VRLE, enacting/evaluating the VRLE, and reflecting/redesigning the research. An initial conceptual framework was generated through extensive literature review to inform the design and evaluation of a VRLE. Based on the conceptual framework, a prototype VRLE named VRMath was then designed and implemented. The enactment and evaluation of VRMath consisted of two iterations. Iteration 1 (six hours/sessions with two students of Year 5 and 6) was conducted using the prototype VRMath (Yeh & Nason, 2004). Based on the findings from Iteration 1, nine learning activities were developed and research protocols (e.g., observation and interview) were revised for Iteration 2. Iteration 2 involved six primary school students (Year 4-5) for eight weeks (two hours/sessions per week). Findings from Iteration 2 confirmed and identified some usability issues of VRMath system and many new ways of thinking and doing 3D geometry when students interacted with VRMath. These have implications on the design of VRMath and the teaching and learning of 3D geometry within the VRMath environment. Justifications about the conceptual framework and students' learning within VRMath were made after the two iterations of enactment and evaluation. The learning activities and VRMath were also revised and redesigned for the preparation of future iterations. After a full cycle of the design-experiments, this research study concluded with a proto-theory (semiotic framework) for the design of and learning within VRLEs, and visions for using VRLEs in mathematic and technology education.
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McLeod, Charles S. "Development of a toolkit for component-based automation systems." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/12657.

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From the earliest days of mass production in the automotive industry there has been a progressive move towards the use of flexible manufacturing systems that cater for product variants that meet market demands. In recent years this market has become more demanding with pressures from legislation, globalisation and increased customer expectations. This has lead to the current trends of mass customisation in production. In order to support this manufacturing systems are not only becoming more flexible† to cope with the increased product variants, but also more agile‡ such that they may respond more rapidly to market changes. Modularisation§ is widely used to increase the agility of automation systems, such that they may be more readily reconfigured¶. Also with globalisation into India and Asia semi-automatic machines (machines that interact with human operators) are more frequently used to reduce capital outlay and increase flexibility. There is an increasing need for tools and methodologies that support this in order to improve design robustness, reduce design time and gain a competitive edge in the market. The research presented in this thesis is built upon the work from COMPAG/COMPANION (COMponent- based Paradigm for AGile automation, and COmmon Model for PArtNers in automatION), and as part of the BDA (Business Driven Automation), SOCRADES (Service Oriented Cross-layer infrastructure for Distributed smart Embedded deviceS), and IMC-AESOP (ArchitecturE for Service- Oriented Process – monitoring and control) projects conducted at Loughborough University UK. This research details the design and implementation of a toolkit for building and simulating automation systems comprising components with behaviour described using Finite State Machines (FSM). The research focus is the development of the engineering toolkit that can support the automation system lifecycle from initial design through commissioning to maintenance and reconfiguration as well as the integration of a virtual human. This is achieved using a novel data structure that supports component definitions for control, simulation, maintenance and the novel integration of a virtual human into the automation system operation.
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Geridonmez, Fatih. "Simulation Of Motion Of An Underwater Vehicle." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/12608765/index.pdf.

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In this thesis, a simulation package for the Six Degrees of Freedom (6DOF) motion of an underwater vehicle is developed. Mathematical modeling of an underwater vehicle is done and the parameters needed to write such a simulation package are obtained from an existing underwater vehicle available in the literature. Basic equations of motion are developed to simulate the motion of the underwater vehicle and the parameters needed for the hydrodynamic modeling of the vehicle is obtained from the available literature. 6DOF simulation package prepared for the underwater vehicle was developed using the MATLAB environment. S-function hierarchy is developed using the same platform with C++ programming language. With the usage of S-functions the problems related to the speed of the platform have been eliminated. The use of Sfunction hierarchy brought out the opportunity of running the simulation package on other independent platforms and get results for the simulation.
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Yildiz, Faruk. "Implementation of a human avatar for the MARG project in networked virtual environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FYildiz.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, March 2004.<br>Thesis advisor(s): Xiaoping Yun. Includes bibliographical references (p. 61-62). Also available online.
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Wies, Evan F. (Evan Francis) 1974. "The addition of the haptic modality to the virtual reality modeling language." Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/47582.

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Thesis (S.B. and M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.<br>Includes bibliographical references (p. 40-43).<br>by Evan F. Wies.<br>S.B.and M.Eng.
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Books on the topic "VRML (Virtual Reality Modeling Language)"

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Symposium, on the Virtual Reality Modeling Language (1st 1995 San Diego Calif ). 1995 Symposium on the Virtual Reality Modeling Language, VRML '95, San Diego, California, December 14-15, 1995. ACM Press, 1995.

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Lemay, Laura. 3D graphics & VRML 2.0. Sams.net, 1996.

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Symposium, on the Virtual Reality Modeling Language (3rd 1998 Monterey Calif ). Proceedings VRML '98: Third Symposium on the Virtual Reality Modeling Language, Monterey, California, February 16-19, 1998. Association for Computing Machinery, 1998.

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Symposium on the Virtual Reality Modeling Language (2nd 1997 Monterey, Calif.). Proceedings VRML '97: Second Symposium on the Virtual Reality Modeling Language, Monterey, California, February 24-26, 1997. Edited by Spencer Stephen N, Brutzman Don, SIGGRAPH, Association for Computing Machinery. Special Interest Group on Data Communications., and VRML Consortium. Association for Computing Machinery, 1997.

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Symposium on the Virtual Reality Modeling Language (4th 1999 Paderborn, Germany). Proceedings VRML 99: Fourth Symposium on the Virtual Reality Modeling Lanuage, Paderborn, Germany, February 16-19, 1999. Edited by Spencer Stephen N, Bauer Christian, SIGGRAPH, VRML Consortium, and Association for Computing Machinery. Special Interest Group on Data Communications. Association for Computing Machinery, Inc., 1999.

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Symposium on the Virtual Reality Modeling Language (4th February 23-26, 1999 Paderborn, Germany). Proceedings VRML 99, Fourth symposium on the Virtual Reality Modeling Language, Paderborn, Germany, February 23-26, 1999. Edited by Association for Computing Machinery. Special Interest Group on Computer Graphics., Association for Computing Machinery. Special Interest Group on Data Communications., and VRML Consortium. ACM, 1999.

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Symposium on the Virtual Reality Modeling Language (5th 2000 Monterey, Calif.). Proceedings Web3D - VRML 2000: Fifth Symposium on the Virtual Reality Modeling Lanuage, Monterey, Calif., February 21-24, 2000. Edited by Spencer Stephen N, Brutzman Don, SIGGRAPH, Web3D Consortium, and Association for Computing Machinery. Special Interest Group on Data Communications. Association for Computing Machinery, Inc., 2000.

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Murray, Mark W. Automatically generating a distributed 3D virtual Battlespace using USMTF and XML-MTF air tasking orders, Extensible Markup Language (XML) and Virtual Reality Modeling Language (VRML). Naval Postgraduate School, 2000.

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Symposium, on the Virtual Reality Modeling Language (3rd February 1998 Monterey Ca). Proceedings [of the] VRML 98, Third symposium on the Virtual Reality Modeling Language, Monterer California, February 16-19, 1998. ACM, 1998.

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Matsuba, Stephen. Using VRML. Que, 1996.

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Book chapters on the topic "VRML (Virtual Reality Modeling Language)"

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Diehl, Stephan. "Virtual Reality Modeling Language (VRML)." In Distributed Virtual Worlds. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/978-3-662-04519-0_5.

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Žára, Jiří. "An introduction to virtual reality modeling language." In SOFSEM'97: Theory and Practice of Informatics. Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/3-540-63774-5_114.

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Huang, Jiewen, Jinyun Xue, Zhen You, and Zhehong Zhou. "Design and Implementation of Virtual Reality Geometric Modeling in Apla+VR." In Structured Object-Oriented Formal Language and Method. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77474-5_4.

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Oberhauser, Roy. "VR-UML: The Unified Modeling Language in Virtual Reality – An Immersive Modeling Experience." In Lecture Notes in Business Information Processing. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79976-2_3.

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Muff, Fabian. "ARWFMM: A Modeling Method as an Example for Knowledge-Based Virtual and Augmented Reality." In Metamodeling for Extended Reality. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-76762-3_5.

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Abstract Parts of this chapter have been published in a similar form as a research paper in: Conceptual Modeling. ER 2023. Lecture Notes in Computer Science, vol 14320 with the title: A Domain-Specific Visual Modeling Language for Augmented Reality Applications Using WebXR (Muff and Fill 2023c).
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Yingxia, Jian, and Huang Nan. "Collaboration CAD Design Based Virtual Reality Modeling Language in Heterogeneity Assembly Environment." In Lecture Notes in Electrical Engineering. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14350-2_55.

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Zhang, Ruyan. "Research on Immersive Scene Modeling Language Design of Virtual Reality Animation Based on Affordance Design." In Communications in Computer and Information Science. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06394-7_19.

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Cascone, Stefano. "Integrating Green Roofs into Building Information Modeling (BIM): A Computational Approach for Sustainable Building Design." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/979-12-215-0289-3.99.

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The construction industry is currently witnessing a transformative period characterized by the convergence of the green and digital transitions. The green transition seeks to address environmental challenges such as climate change and resource depletion, while the digital transition leverages advanced technologies to enhance construction processes. This paper specifically explores the integration of green roofs, as component of sustainable buildings, into the Building Information Modeling (BIM) framework, a key enabler of the digital transition. Green roofs, known for their environmental benefits, consist of layers that contribute to energy efficiency, stormwater management, and biodiversity enhancement. To optimize their design and performance, this research employs Dynamo Visual Programming Language (VPL) within Autodesk Revit to create parametric models of green roofs. These models facilitate the evaluation of thermal and structural characteristics under varying water content conditions (dry and saturated). Results reveal that the choice of substrate and drainage materials significantly impacts thermal resistance, particularly in dry conditions. However, in saturated conditions, the influence on thermal performance converges, emphasizing the importance of structural considerations in both scenarios. The research also highlights various limitations and outlines avenues for future studies, including expanding the range of materials, exploring additional performance metrics, and incorporating AI and machine learning techniques. By addressing these aspects, this research contributes to a comprehensive understanding of the integration of green roofs and BIM. It provides designers and researchers with a practical tool for optimizing green roof designs, aligning with contemporary sustainable construction practices, and promoting the holistic development of green buildings
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Cascone, Stefano. "Integrating Green Roofs into Building Information Modeling (BIM): A Computational Approach for Sustainable Building Design." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/10.36253/979-12-215-0289-3.99.

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The construction industry is currently witnessing a transformative period characterized by the convergence of the green and digital transitions. The green transition seeks to address environmental challenges such as climate change and resource depletion, while the digital transition leverages advanced technologies to enhance construction processes. This paper specifically explores the integration of green roofs, as component of sustainable buildings, into the Building Information Modeling (BIM) framework, a key enabler of the digital transition. Green roofs, known for their environmental benefits, consist of layers that contribute to energy efficiency, stormwater management, and biodiversity enhancement. To optimize their design and performance, this research employs Dynamo Visual Programming Language (VPL) within Autodesk Revit to create parametric models of green roofs. These models facilitate the evaluation of thermal and structural characteristics under varying water content conditions (dry and saturated). Results reveal that the choice of substrate and drainage materials significantly impacts thermal resistance, particularly in dry conditions. However, in saturated conditions, the influence on thermal performance converges, emphasizing the importance of structural considerations in both scenarios. The research also highlights various limitations and outlines avenues for future studies, including expanding the range of materials, exploring additional performance metrics, and incorporating AI and machine learning techniques. By addressing these aspects, this research contributes to a comprehensive understanding of the integration of green roofs and BIM. It provides designers and researchers with a practical tool for optimizing green roof designs, aligning with contemporary sustainable construction practices, and promoting the holistic development of green buildings
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Amon, Tomaz. "Virtual reality for biologists." In The Internet for Molecular Biologists. Oxford University PressOxford, 2004. http://dx.doi.org/10.1093/oso/9780199638871.003.0010.

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Abstract As the name implies, the Virtual Reality Modelling Language (VRML) is a computer language for describing three-dimensional structural models or ‘worlds’. Much like HTML, it can be written with an ordinary text editor, then viewed with appropriate visualization software; this is the approach we use in this chapter to introduce the concepts.
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Conference papers on the topic "VRML (Virtual Reality Modeling Language)"

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Osaci, M., A. D. Berdie, G. Prostean, D. Belea, and A. D. Cristea. "VRML (virtual reality modeling language) programming in SAP technologies." In 2011 6th IEEE International Symposium on Applied Computational Intelligence and Informatics (SACI). IEEE, 2011. http://dx.doi.org/10.1109/saci.2011.5873003.

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Cecil, J., J. Senthil Nathan, and N. Gobinath. "Information Models and Virtual Prototyping in Nanomanufacturing." In ASME 2004 3rd Integrated Nanosystems Conference. ASMEDC, 2004. http://dx.doi.org/10.1115/nano2004-46024.

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This paper discusses the use and creation of virtual reality based models and information oriented process models related to the study of Nanomanufacturing. EML, (which is an evolving language), was originally proposed [1] to enable the capture of information rich contexts at various levels of the manufacturing levels. In this paper, the use of EML models as a basis for describing and analyzing nano manufacturing processes will be described; their subsequent use in the creation of simulation models is also discussed. A framework for analysis, reasoning and simulation is proposed which includes a virtual reality based simulation module. Our experience in using VRML 2.0 (Virtual Reality Modeling Language) for the creation of such virtual reality environments will also be addressed.
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Li, S. T., Q. J. Ge, and A. Varshney. "Web-Based Interactive Design of Freeform Motions." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/dac-21138.

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Abstract This paper deals with the development of a software system for web-based geometric design of freeform motions. The Virtual Reality Modeling Language (VRML) is used to describe static and animated 3D objects. The Common Gateway Interface (CGI) is used as an interface for client/server communication, parsing user input from the web browser and returning information based on user input. This work extends the web server’s functionality to include geometric design of freeform motions and automatic generation of VRML models by porting our existing C++ implementation of motion approximation and interpolation algorithms to the internet using platform- and language-independent CGI scripting. Examples are provided for geometric design of line-symmetric motions over the internet.
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Stouffer, Keith. "Controller Driven VRML Animation of the NIST Robotic Welding Cell." In ASME 2000 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/detc2000/cie-14586.

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Abstract Virtual objects in a web-based environment can be interfaced to and controlled by external real world controllers. A Virtual Reality Modeling Language (VRML) welding cell was created that models a robotic arc welding cell (the Automated Welding Manufacturing System project,) located at the National Institute of Standards and Technology (NIST). The VRML welding cell contains a model of a 7 degree-of-freedom robot, a welding table, torch and various fixtures and parts. The VRML robot is interfaced to, and can be controlled by, the real world robot controller. This is accomplished by a socket connection between the collaborator’s web browser and the real world controller. The current joint angles of the robot, which are stored in a world model buffer in the controller, are collected by a Java applet running on the web page. The applet updates the VRML model of the robot via the External Authoring Interface (EAI) of the VRML plug-in. Virtual welds, a series of VRML cylinders, are also dynamically created every 100 ms on the part based on the current robot position and colored according to the calculated weld quality of that section of weld obtained from the real world controller. This allows a collaborator to visually determine where a bad section of weld has occurred without being present in the physical welding lab.
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Huegel, J., M. A. Ganter, and D. W. Storti. "Telepresence for Distributed Rapid Prototyping: A VRML Approach." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/cie-5525.

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Abstract In response to economic forces that continue to pressure designers/engineers to speed the product development process and decrease the time required to bring new products to market, designers/engineers are more frequently employing rapid prototyping to test design concepts and stimulate customer feedback in the earlier stages of design. Rapid prototyping (RP) is therefore becoming an integral part of the design and manufacturing process to which designers/engineers desire direct access on a regular basis. However, such access is not currently possible, since prototyping machines have not yet fulfilled the goal of becoming inexpensive and ubiquitous office equipment. This paper presents an extendable process that provides virtual access to manufacturing machines via the Internet. We chose two RP systems to demonstrate our technique. Our approach uses Virtual Reality Modeling Language (VRML) as a standard for transmitting the 3D graphical information necessary for a remote user to interact with a virtual representation of a real prototyping machine. The user thus achieves an effective telepresence in the distributed rapid prototyping environment. Following a brief discussion of related research and the essentials of VRML, we present examples describing the current state of telepresence achievable for two rapid prototyping systems.
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Wang, Peijun, Robert Bja¨rnemo, and Damien Motte. "Development of a Web-Based Customer-Oriented Interactive Virtual Environment for Mobile Phone Design." In ASME 2003 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/detc2003/cie-48300.

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During recent years, mobile phone companies have experienced market-related difficulties that result in increasing competition globally. In an attempt to maintain or increase their market share, enterprises reorganize their resources and employ new technologies to sharpen their competitive edges. Moreover, with the globalization, more and more companies become multi-sited. Efficient and timely collaboration and communication among the development team members become critical for product success. This paper proposes a web-based interactive virtual environment for mobile phone design, named VMPDS (Virtual Mobile Phone Design Space). The features of the system include the combination of web technology and VR (Virtual Reality) technology, the ability to deal with and extend the product model database, adequate interaction for 3-D product model modification and customization, and usefulness for the examination and evaluation of product concept design. The system is implemented by using standard open technologies such as VRML (Virtual Reality Modeling Language), Java, SAI (Script Authoring Interface) and EAI (External Authoring Interface) to assure accessibility and platformindependence.
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Shackleford, William, and Keith Stouffer. "Implementation of VRML/Java Web-Based Animation and Communications for the Next Generation Inspection System (NGIS) Real-Time Controller." In ASME 2000 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/detc2000/cie-14588.

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Abstract The Next Generation Inspection System (NGIS) project is a testbed that consists of a Cordax Coordinate Measuring Machine (CMM), advanced sensors, and the National Institute of Standards and Technology (NIST) Real-Time Control System (RCS) open architecture controller. The RCS controller permits real-time processing of sensor data for feedback control of the inspection probe. The open architecture controller permits external access to internal data, such as the current position of the probe. A remote access web site was developed to access this data to drive a Virtual Reality Modeling Language (VRML) * model of the Cordax CMM. The remote access web site contains a client-controlled pan/tilt/zoom camera which sends video to the client as well as the VRML 3D model of the CMM that is controlled by the NGIS controller located at NIST. This remote access web site allows a client to monitor a remote inspection with a PC and an internet connection.
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Hudson-Smith, Andrew, Stephen Evans, and Michael Batty. "CAD, 3-D GIS and the Global Digital City." In International Conference Virtual City and Territory. Centre de Política de Sòl i Valoracions, 2005. http://dx.doi.org/10.5821/ctv.7392.

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We are on the edge of a revolution in the way we visualize and query digital data about&#x0D; our environment. To date, computer displays of our environment in the third dimension&#x0D; have been limited to computer-aided design (CAD) packages and the query of related data&#x0D; limited to geographical information systems (GIS) packages in two dimensions. The current&#x0D; innovation wave across the spatial data information field is based on the development&#x0D; and dissemination of three-dimensional GIS (3-D GIS) which allows data to be visualized&#x0D; and queried on an x, y and z axis plane. A number of the key players in information&#x0D; visualization allow conventional two-dimensional data to be viewed and exported in a&#x0D; three-dimensional format, currently using the standard Virtual Reality Modeling Language&#x0D; 2.0 (VRML 2.0). However such methods of visualization and data query are limited in their&#x0D; practicality. The move towards 3-D GIS in standard packages has been rather hit and&#x0D; miss, with the third dimension often only used as a substitute for basic CAD-like visualization.&#x0D; We argue here that 3-D GIS will only become a reality when it is directly linked with&#x0D; CAD models; and that the Internet is the most appropriate medium through which this is&#x0D; most likely to occur. We illustrate these arguments in an overview of research into the virtual&#x0D; city in general and our own development of ‘Virtual London’ in particular. Further, we&#x0D; explore the rise of the global virtual city, a network of virtual cities that provide an insight&#x0D; into the future of digital space.
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Bespalov, Dmitriy, William C. Regli, and Ali Shokoufandeh. "Reeb Graph Based Shape Retrieval for CAD." In ASME 2003 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/detc2003/cie-48194.

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Our recent work has described a framework for matching solid of mechanical artifacts models based on scale-space feature decomposition. In this work we adopt a method of comparing solid models based on Multiresolutional Reeb Graphs (MRG) similarity computations. This method was originally proposed by Hilaga et al. in [1]. Reeb Graph technique applies MRG structure to comparisons of approximate models found in the graphics community, such as polygonal meshes, faceted representation and Virtual Reality Modeling Language (VRML) models. First, we provide a brief review of shape matching using Multiresolutional Reeb Graphs and present an approach to matching solid models. Second, we show the performance of the Reeb Graph technique when handling primitive CAD models, such as cubes and spheres; then we perform experiments with more complex models, such as LEGO models and mechanical parts, and we discuss Reeb Graph technique’s performance on complex CAD models. Third, we emphasize several problems with the existing technique. Finally, we conclude with discussion of future work.
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Huang, G. Q., J. Y. Shen, and K. L. Mak. "Web-Based Collaborative Product Design Review in Extended Enterprises." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/ied-21215.

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Abstract This paper reports on the development of a web-based framework supporting collaborative product design review between partners in the extended enterprise. On the one hand, the product design team can use the system to upload all the relevant design documents onto the web site. On the other hand, the design review committee members can use the system to download the subject product design, and organize and conduct the design review sessions. Individual members can continuously submit their comments and suggestions about a design. Review meetings can be arranged for the members to simultaneously collate and discuss individual opinions. A common workspace is shared among the members with the support of a VRML (Virtual Reality Modelling Language) 3D display of the product. Such a web-based design review framework is expected to greatly improve the effectiveness and efficiency of the design review process.
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Reports on the topic "VRML (Virtual Reality Modeling Language)"

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Bylsma, Wesley. Creation of Virtual Reality Modeling Language (VRML) Geometry Data From Movie.BYU Data. Defense Technical Information Center, 2004. http://dx.doi.org/10.21236/ada431165.

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Bylsma, Wesley. Creation of Virtual Reality Modeling Language (VRML) Displacement Data from Par Data. Defense Technical Information Center, 2004. http://dx.doi.org/10.21236/ada431395.

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Bylsma, Wesley. Creation of Virtual Reality Modeling Language (VRML) Appearance Data From Geoclr Data. Defense Technical Information Center, 2004. http://dx.doi.org/10.21236/ada432364.

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Bylsma, Wesley. Creation of Virtual Reality Modeling Language (VRML) Stationary XY View Data From Displacement Data. Defense Technical Information Center, 2004. http://dx.doi.org/10.21236/ada431058.

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