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1

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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5

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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9

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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11

Mach, Břetislav. "Využití virtuální reality v dynamice vozidel." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2009. http://www.nusl.cz/ntk/nusl-228626.

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The aim of this master’s thesis is to use virtual reality to analyze and display the vehicle and the quantities characterizing the dynamic properties of the vehicle. The simulation software tools are used Matlab/Simulink and Virtual Reality Toolbox. The measured or calculated data will the input for the simulation. The dissertation is aimed to create a virtual scene and a dynamic system for the movement of file.
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Rauch, Travis M. "Savage Modeling and Analysis Language (SMAL) metadata for tactical simulations and X3D visualizations." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Mar%5FRauch.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation (MOVES))--Naval Postgraduate School, March 2006.<br>Thesis Advisor(s): Don Brutzman. "March 2006." Includes bibliographical references (p. 219-222). Also available online.
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13

Tamkus, Gediminas. "Technikos paveldo objektų 3-matės rekonstrukcijos virtualus modeliavimas." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2005. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2006~D_20050522_102900-35210.

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In traditional way of thinking, culture heritage objects are reconstructing in physical way. Sometimes it is very expensive and complex task. Complex for few reasons: first of all usually we have no all necessary information about cultural heritage object; it calls lack of information (drafts, drawings and so on) and second usually experts disagree about how it must look in real world. This postgraduate thesis trying to show how it is possible virtual reconstruction of cultural heritage objects with Virtual Reality Modeling Language. VRML now is most advance virtual reality technology and day by day is developing. These theses consist from two parts. This paper describes some concepts how it is possible to use VRML in reconstruction of cultural heritage and second part represents real example of such possibility. It can be found at http://www.museum.virtualage.org One thing is very important. It is not necessary reconstruct a model like it was. Virtual Reality can give possibility to look at different models, interpretations, materials and so on. It means that it can help us to reconstruct a physical object, to reach more objective tasks in reconstruction of cultural heritage. Another benefit projects like this is to expand traditional concept of museum, where besides real museum we can find virtual museums and we can visit from a web. It means the new concepts of cultural education and learning. Finally, it is very good example how very different kinds of science can go... [to full text]
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14

Štefanec, Tomáš. "Vizualizace výsledků simulace jízdní dynamiky vozidla." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2014. http://www.nusl.cz/ntk/nusl-231198.

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The master thesis is focused on creation of a visualization environment that displays a movement of a vehicle. A connection of the virtual reality with Matlab/Simulink and its 3D Animation toolbox is realized. Basic parameters of the vehicle can be easily edited using application created in Matlab. Selected dynamic effects are rendered together with the movement of the vehicle. The visualization is managed by results of the simulation calculations or measurements.
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15

Duffy, Brenden. "An investigation of advances in digital cartography through the mapping of West Virginia University." Morgantown, W. Va. : [West Virginia University Libraries], 2003. http://etd.wvu.edu/templates/showETD.cfm?recnum=3217.

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Thesis (M.A.)--West Virginia University, 2003.<br>Title from document title page. Document formatted into pages; contains vi, 85 p. : ill. (some col.), col. maps + AVI movie and VRML computer files. Includes AVI movie and VRML files. Includes abstract. Includes bibliographical references (p. 83-85).
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16

Zilker, Michael. "Automatisierung unscharfer Bewertungsverfahren - Modellierung und prototypische Umsetzung am Beispiel von Virtual Reality Projekten." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2002. http://nbn-resolving.de/urn:nbn:de:swb:14-1023354892859-98953.

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Die Konfrontation mit innovativen IT-Technologien und deren Beurteilung gehört heute zu den Kernaufgaben des Informationsmanagements. Es muss permanent entscheiden, ob neue IT-Technolgien im Unternehmen nutzenstiftend eingesetzt werden können. Zur Beurteilung von IT-Projekten liefert die Teildisziplin des IT-Controllings, die Elemente der Wirtschaftsinformatik und des Controllings vereint, diverse Methoden und Ansätze. Diese Ansätze bilden die Basis für die vorliegende Arbeit, in der insbesondere der Aspekt der Nutzenbewertung von IT-Innovationen diskutiert wird. Bei der Bewertung von IT-Innovationen treten spezifische Probleme auf, denen der Autor mit der Fortentwicklung der vorhandenen Instrumente begegnet. Der Einsatz von unscharfen Methoden (Fuzzy Logik) führt zu einer adäquaten Darstellung von vagen Größen in Form von Zugehörigkeitsfunktionen. Durch den Einsatz von Regelbasen wird ein Expertenwissen repräsentiert, das die Analysemethode nach außen hin vereinfacht und somit zu einer effizienteren Nutzenbetrachtung führt. Die Auswahl und Initiierung von innovativen IT-Projekten wird durch ein Vorgehensmodell gestützt, das bei der fundamentalen Fragestellung nach Schwachstellen und Verbesserungspotentialen im Unternehmen ansetzt. Für diese Analyse wird auf die Erfolgsfaktorenanalyse zurückgegriffen, die durch individuelle Faktoren angepasst wird. Aus den analysierten Schwachstellen werden innovative IT-Projekte abgeleitet und definiert. Die Aufstellung der Nutzenkriterien erfolgt aus einem allgemeinen Nutzenkatalog, der mit den analysierten Erfolgsfaktoren korrespondiert. Die konkrete Bewertung der Projekte erfolgt durch die fuzzybasierte Nutzenbewertung und liefert prägnante Empfehlungen zu den einzelnen Projekten. Die Integration des Vorgehensmodells in das IT-Controlling erfordert eine automatisierte Form, die aufgrund der UML Notation generiert werden kann. Die prototypische Umsetzung und Verwendung der unscharfen Nutzenanalyse haben gezeigt, dass die Methodik für den praktischen Einsatz tauglich ist.
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Zilker, Michael. "Automatisierung unscharfer Bewertungsverfahren - Modellierung und prototypische Umsetzung am Beispiel von Virtual Reality Projekten." Doctoral thesis, Technische Universität Dresden, 2000. https://tud.qucosa.de/id/qucosa%3A24149.

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Die Konfrontation mit innovativen IT-Technologien und deren Beurteilung gehört heute zu den Kernaufgaben des Informationsmanagements. Es muss permanent entscheiden, ob neue IT-Technolgien im Unternehmen nutzenstiftend eingesetzt werden können. Zur Beurteilung von IT-Projekten liefert die Teildisziplin des IT-Controllings, die Elemente der Wirtschaftsinformatik und des Controllings vereint, diverse Methoden und Ansätze. Diese Ansätze bilden die Basis für die vorliegende Arbeit, in der insbesondere der Aspekt der Nutzenbewertung von IT-Innovationen diskutiert wird. Bei der Bewertung von IT-Innovationen treten spezifische Probleme auf, denen der Autor mit der Fortentwicklung der vorhandenen Instrumente begegnet. Der Einsatz von unscharfen Methoden (Fuzzy Logik) führt zu einer adäquaten Darstellung von vagen Größen in Form von Zugehörigkeitsfunktionen. Durch den Einsatz von Regelbasen wird ein Expertenwissen repräsentiert, das die Analysemethode nach außen hin vereinfacht und somit zu einer effizienteren Nutzenbetrachtung führt. Die Auswahl und Initiierung von innovativen IT-Projekten wird durch ein Vorgehensmodell gestützt, das bei der fundamentalen Fragestellung nach Schwachstellen und Verbesserungspotentialen im Unternehmen ansetzt. Für diese Analyse wird auf die Erfolgsfaktorenanalyse zurückgegriffen, die durch individuelle Faktoren angepasst wird. Aus den analysierten Schwachstellen werden innovative IT-Projekte abgeleitet und definiert. Die Aufstellung der Nutzenkriterien erfolgt aus einem allgemeinen Nutzenkatalog, der mit den analysierten Erfolgsfaktoren korrespondiert. Die konkrete Bewertung der Projekte erfolgt durch die fuzzybasierte Nutzenbewertung und liefert prägnante Empfehlungen zu den einzelnen Projekten. Die Integration des Vorgehensmodells in das IT-Controlling erfordert eine automatisierte Form, die aufgrund der UML Notation generiert werden kann. Die prototypische Umsetzung und Verwendung der unscharfen Nutzenanalyse haben gezeigt, dass die Methodik für den praktischen Einsatz tauglich ist.
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Scannell, Peter. "Three-dimensional Information Space : An Exploration of a World Wide Web-based, Three-dimensional, Hierarchical Information Retrieval Interface Using Virtual Reality Modeling Language." Thesis, University of North Texas, 1997. https://digital.library.unt.edu/ark:/67531/metadc278715/.

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This study examined the differences between a 3-D, VRML search interface, similar to Cone Trees, as a front-end to Yahoo on the World Wide Web and a conventional text-based, 1-Dinterface to the same database. The study sought to determine how quickly users could find information using both interfaces, their degree of satisfaction with both search interfaces, and which interface they preferred.
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Mahboob, Atif, Stephan Husung, Christian Weber, Andreas Liebal, and Heidi Krömker. "Modellbasierter Systems Engineering Ansatz zur effizienten Aufbereitung von VR-Szenen." Thelem Universitätsverlag & Buchhandlung GmbH & Co. KG, 2019. https://tud.qucosa.de/id/qucosa%3A36928.

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Ein wesentliches Ziel während der Produktentwicklung ist die frühzeitige Absicherung der Produkteigenschaften auf Basis der definierten Produktmerkmale unter Beachtung der äußeren Randbedingungen. Digitale Modelle und Methoden unterstützen den Produktentwickler bei der frühzeitigen virtuellen Evaluation des Produktes. [...] In diesem Beitrag wird eine Methodik präsentiert, die mit Hilfe der SysML-Modelle eine Simulation in VR ermöglicht. Die SysML-Beschreibung wird als Kern der Simulation dienen und das gesamte Simulationsmodell steuern. Weiterhin wird erläutert, wie die SysML-Beschreibung mit einem VR-Tool und einem Physikberechnungstool verbunden werden kann. Die in CAVE und HMD durchgeführten Simulationen wurden im Rahmen von Usability Tests evaluiert. Aus diesen Tests werden Ergebnisse präsentiert, die sich mit Verwendungsschwerpunkten in VR und der Zufriedenheit bei der Beurteilung von Produkten in VR beschäftigt haben. Schlussendlich wird ein Beispiel-Simulationsszenario in der CAVE-VR und einem Head Mounted Display (HMD) diskutiert. [... aus der Einleitung]
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Lee, Chin Siong. "NPS AUV workbench: collaborative environment for autonomous underwater vehicles (AUV) mission planning and 3D visualization." Thesis, Monterey, California. Naval Postgraduate School, 2004. http://hdl.handle.net/10945/1658.

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Approved for public release, distribution is unlimited<br>alities. The extensible Markup Language (XML) is used for data storage and message exchange, Extensible 3D (X3D) Graphics for visualization and XML Schema-based Binary Compression (XSBC) for data compression. The AUV Workbench provides an intuitive cross-platform-capable tool with extensibility to provide for future enhancements such as agent-based control, asynchronous reporting and communication, loss-free message compression and built-in support for mission data archiving. This thesis also investigates the Jabber instant messaging protocol, showing its suitability for text and file messaging in a tactical environment. Exemplars show that the XML backbone of this open-source technology can be leveraged to enable both human and agent messaging with improvements over current systems. Integrated Jabber instant messaging support makes the NPS AUV Workbench the first custom application supporting XML Tactical Chat (XTC). Results demonstrate that the AUV Workbench provides a capable testbed for diverse AUV technologies, assisting in the development of traditional single-vehicle operations and agent-based multiple-vehicle methodologies. The flexible design of the Workbench further encourages integration of new extensions to serve operational needs. Exemplars demonstrate how in-mission and post-mission event monitoring by human operators can be achieved via simple web page, standard clients or custom instant messaging client. Finally, the AUV Workbench's potential as a tool in the development of multiple-AUV tactics and doctrine is discussed.<br>Civilian, Singapore Defence Science and Technology Agency
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鍾仁宗. "The Study of Developing Virtual Reality System by Using the Unified Modeling Language." Thesis, 1998. http://ndltd.ncl.edu.tw/handle/20128770424903089251.

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碩士<br>國防管理學院<br>資源管理研究所<br>86<br>Along with the maturity of virtual reality skills and being widely used in various fields, virtual reality conjoins the military training mission effectively promote the training results. During the process of developing the virtual reality, the risk in the process can be minimized, and yet, the software quality can remain high as predicted if one can mastery software features and properly choose the suitable developing methods. Using object-oriented skills to perform system analysis and designing, the software development based upon virtual reality skills emphasizes the features of imitating the real world. That is consistent with the object-centered perspective in the object-oriented skills, and therefore, the object-oriented method is more appropriate than other information systems to be utilized in the developing process. This study combines the unified modeling language and spiral model, and applies them in the virtual reality software development process. The study proposes a set of software developing procedures by using the unified modeling language to be the modeling tool of the system analysis and designing guide, and spiral model to be the controlling act in the process of developing the project. Furthermore, the proposal evolves an illustration of "The introduction course of M60A3 Tank Training for Virtual Reality Prototyping System," to verify its theory. Through object-oriented method to analyze system designing and spiral model to manage the software project, the entire effectiveness of virtual reality system development will be greatly enhanced. This study is anticipated to lead the virtual reality skills into military training and spur the expansion of new military software developing perspectives to establish a feasible software developing guidance that followers can use as a reference.
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