Rich Semantics for Interactive 3D Models of Cultural Artifacts
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A Data-Driven Framework for Assisting Geo-Ontology Engineering Using a Discrepancy Index
University of California Santa Barbara A Data-Driven Framework for Assisting Geo-Ontology Engineering Using a Discrepancy Index A Thesis submitted in partial satisfaction of the requirements for the degree Master of Arts in Geography by Bo Yan Committee in charge: Professor Krzysztof Janowicz, Chair Professor Werner Kuhn Professor Emerita Helen Couclelis June 2016 The Thesis of Bo Yan is approved. Professor Werner Kuhn Professor Emerita Helen Couclelis Professor Krzysztof Janowicz, Committee Chair May 2016 A Data-Driven Framework for Assisting Geo-Ontology Engineering Using a Discrepancy Index Copyright c 2016 by Bo Yan iii Acknowledgements I would like to thank the members of my committee for their guidance and patience in the face of obstacles over the course of my research. I would like to thank my advisor, Krzysztof Janowicz, for his invaluable input on my work. Without his help and encour- agement, I would not have been able to find the light at the end of the tunnel during the last stage of the work. Because he provided insight that helped me think out of the box. There is no better advisor. I would like to thank Yingjie Hu who has offered me numer- ous feedback, suggestions and inspirations on my thesis topic. I would like to thank all my other intelligent colleagues in the STKO lab and the Geography Department { those who have moved on and started anew, those who are still in the quagmire, and those who have just begun { for their support and friendship. Last, but most importantly, I would like to thank my parents for their unconditional love. -
Blender Instructions a Summary
BLENDER INSTRUCTIONS A SUMMARY Attention all Mac users The first step for all Mac users who don’t have a three button mouse and/or a thumb wheel on the mouse is: 1.! Go under Edit menu 2.! Choose Preferences 3.! Click the Input tab 4.! Make sure there is a tick in the check boxes for “Emulate 3 Button Mouse” and “Continuous Grab”. 5.! Click the “Save As Default” button. This will allow you to navigate 3D space and move objects with a trackpad or one-mouse button and the keyboard. Also, if you prefer (but not critical as you do have the View menu to perform the same functions), you can emulate the numpad (the extra numbers on the right of extended keyboard devices). It means the numbers across the top of the standard keyboard will function the same way as the numpad. 1.! Go under Edit menu 2.! Choose Preferences 3. Click the Input tab 4.! Make sure there is a tick in the check box for “Emulate Numpad”. 5.! Click the “Save As Default” button. BLENDER BASIC SHORTCUT KEYS OBJECT MODE SHORTCUT KEYS EDIT MODE SHORTCUT KEYS The Interface The interface of Blender (version 2.8 and higher), is comprised of: 1. The Viewport This is the 3D scene showing you a default 3D object called a cube and a large mesh-like grid called the plane for helping you to visualize the X, Y and Z directions in space. And to save time, in Blender 2.8, the camera (left) and light (right in the distance) has been added to the viewport as default. -
John Bachofer Graphic Designer
JOHN BACHOFER GRAPHIC DESIGNER Animation/Graphic Design/3D Modelling Marketing/Freelancer [email protected] | (760)-518-0145 http://johnkathrynjanewayba.wixsite.com/johnbachoferartist https://www.linkedin.com/in/johnny-bachofer-32888ab8/ Education Summary B.S. in Graphic Design with Meticulous and knowledgeable Graphic Design graduate known for skill in 3D modeling, rigging Emphasis on Animation and texturing. Deadline driven and results oriented artist who has exhibited exceptional talent in Grand Canyon University building highly detailed products yielding customer satisfaction. Graduated 2018 Key Skills include: graphic design, illustration, modeling/texturing, rigging and animation Software Work Experience Autodesk MAYA Source FilmMaker Real Art Daily Productions - Los Angeles, CA (Online) 11/2019 - Present Blender 3D Adobe Creative Lightwave 3D Suite: Character Animator DAZ Studio Photoshop • Mastered the use of Unreal Engine 4. Unreal Engine 4 Illustrator • Developed comprehensive 3D modelling and rigging skills. MakeHuman InDesign • Completed the company’s first animation of a quadruped character. Autodesk 3DS MAX After Effects • Met project milestones for writing, storyboard development and comencement of production. Unity Lightroom • Successful team member in a diverse and inclusive workplace. ZBrush Microsoft Office Sketchup Suite: Mogul Mommies Inc - New York, NY (Online) Feb 2017 - May 2018 AutoCAD Excel Game Development Artist Mixamo Fuse Word • Developed and released the “Toss That!” mobile app game. Poser Powerpoint -
A Procedural Interface Wrapper for Houdini Engine in Autodesk Maya
A PROCEDURAL INTERFACE WRAPPER FOR HOUDINI ENGINE IN AUTODESK MAYA A Thesis by BENJAMIN ROBERT HOUSE Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Chair of Committee, André Thomas Committee Members, John Keyser Ergun Akleman Head of Department, Tim McLaughlin May 2019 Major Subject: Visualization Copyright 2019 Benjamin Robert House ABSTRACT Game development studios are facing an ever-growing pressure to deliver quality content in greater quantities, making the automation of as many tasks as possible an important aspect of modern video game development. This has led to the growing popularity of integrating procedural workflows such as those offered by SideFX Software’s Houdini FX into the already established de- velopment pipelines. However, the current limitations of the Houdini Engine plugin for Autodesk Maya often require developers to take extra steps when creating tools to speed up development using Houdini. This hinders the workflow for developers, who have to design their Houdini Digi- tal Asset (HDA) tools around the limitations of the Houdini Engine plugin. Furthermore, because of the implementation of the HDA’s parameter display in Maya’s Attribute Editor when using the Houdini Engine Plugin, artists can easily be overloaded with too much information which can in turn hinder the workflow of any artists who are using the HDA. The limitations of an HDA used in the Houdini Engine Plugin in Maya as a tool that is intended to improve workflow can actually frustrate and confuse the user, ultimately causing more harm than good. -
Ontology-Driven Automation of Iot-Based Human-Machine Interfaces Development?
Ontology-Driven Automation of IoT-Based Human-Machine Interfaces Development? Konstantin Ryabinin1[0000−0002−8353−7641], Svetlana Chuprina1[0000−0002−2103−3771], and Konstantin Belousov1[0000−0003−4447−1288] Perm State University, Bukireva Str. 15, 614990, Perm, Russia [email protected], [email protected], [email protected] Abstract. The paper is devoted to the development of high-level tools to automate tangible human-machine interfaces creation bringing to- gether IoT technologies and ontology engineering methods. We propose using ontology-driven approach to enable automatic generation of firmware for the devices and middleware for the applications to design from scratch or transform the existing M2M ecosystem with respect to new human needs and, if necessary, to transform M2M systems into human-centric ones. Thanks to our previous research, we developed the firmware and middleware generator on top of SciVi scientific visualization system that was proven to be a handy tool to integrate different data sources, in- cluding software solvers and hardware data providers, for monitoring and steering purposes. The high-level graphical user SciVi interface en- ables to design human-machine communication in terms of data flow and ontological specifications. Thereby the SciVi platform capabilities are sufficient to automatically generate all the necessary components for IoT ecosystem software. We tested our approach tackling the real-world problems of creating hardware device turning human gestures into se- mantics of spatiotemporal deixis, which relates to the verbal behavior of people having different psychological types. The device firmware gener- ated by means of SciVi tools enables researchers to understand complex matters and helps them analyze the linguistic behavior of users of so- cial networks with different psychological characteristics, and identify patterns inherent in their communication in social networks. -
Introduction Infographics 3D Computer Graphics
Planetary Science Multimedia Animated Infographics for Scientific Education and Public Outreach INTRODUCTION INFOGRAPHICS 3D COMPUTER GRAPHICS Visual and graphic representation of scientific knowledge is one of the most effective ways to present The production of infographics are made by using software creation and manipulation of vector The 3D computer graphics are modeled in CAD software like Blender, 3DSMax and Bryce and then complex scientific information in a clear and fast way. Furthermore, the use of animated infographics, graphics, such as Adobe Illustrator, CorelDraw and Inkscape. These programs generate SVG files to be rendered with plugins like Vray, Maxwell and Flamingo for a photorealistic finish. Terrain models are video and computerized graphics becomes a vital tool for education in Planetary Science. Using viewed in the multimedia. taken directly from DTM (Digital Terrain Models) data available of Solar System objects in various infographics resources arouse the interest of new generations of scientists, engineers and general official sources as NASA, ESA, JAXA, USGS, Google Mars and Google Moon. The DTM can also be raised public, and if it visually represents the concepts and data with high scientific rigor, outreach of from topographic maps available online from the same sources, using GIS tools like ArcScene, ArcMap infographics resources multiplies exponentially and Planetary Science will be broadcast with a precise and Global Mapper. conceptualization and interest generated and it will benefit immensely the ability to stimulate the formation of new scientists, engineers and researchers. This multimedia work mixes animated infographics, 3D computer graphics and video with vfx, with the goal of making an introduction to the Planetary Science and its basic concepts. -
HP and Autodesk Create Stunning Digital Media and Entertainment with HP Workstations
HP and Autodesk Create stunning digital media and entertainment with HP Workstations. Does your workstation meet your digital Performance: Advanced compute and visualization power help speed your work, beat deadlines, and meet expectations. At the heart of media challenges? HP Z Workstations are the new Intel® processors with advanced processor performance technologies and NVIDIA Quadro professional It’s no secret that the media and entertainment industry is constantly graphics cards with the NVIDIA CUDA parallel processing architecture; evolving, and the push to deliver better content faster is an everyday delivering real-time previewing and editing of native, high-resolution challenge. To meet those demands, technology matters—a lot. You footage, including multiple layers of 4K video. Intel® Turbo Boost1 need innovative, high-performing, reliable hardware and software tools is designed to enhance the base operating frequency of processor tuned to your applications so your team can create captivating content, cores, providing more processing speed for single and multi-threaded meet tight production schedules, and stay on budget. HP offers an applications. The HP Z Workstation cooling design enhances this expansive portfolio of integrated workstation hardware and software performance. solutions designed to maximize the creative capabilities of Autodesk® software. Together, HP and Autodesk help you create stunning digital Reliability: HP product testing includes application performance, media. graphics and comprehensive ISV certification for maximum productivity. All HP Workstations come with a limited 3-year parts, 3-year labor and The HP Difference 3-year onsite service (3/3/3) standard warranty that is extendable up to 5 years.2 You can be confident in your HP and Autodesk solution. -
Tutorial a Quick Introduction to the Exhibition Construction Software Con Vince Intro Vince
OCTA DESIGN TUTORIAL A QUICK INTRODUCTION TO THE EXHIBITION CONSTRUCTION SOFTWARE CON VINCE INTRO VINCE The way an idea is presented often determines whether the customer decides to buy a product or work with a company. OCTAdesign is the ideal tool for effective visualization - a versatile plug-in for Autodesk 3ds Max. Designed for exhibition designers and architects, the software is constantly evolving. The program offers tailor-made functions for photorealistic renderings of exhibition stands and complete room situations. This tutorial explains the most important OCTAdesign functions and shows you how to successfully develop, design and visualize your booth. Simply explained step-by-step: from drawing walls to optimum illumination and meaningful renderings. PRE SENT CONTENT BASICS 6 Workspace 8 OCTAdesign Ribbon 10 Light and Render Settings 16 Material Editor 18 EXERCISES 20 Booth No. 1 22 Booth No. 2 28 Booth No. 3 34 DESIGN EXAMPLES 42 SENT THE BASICS OF OCTADESIGN 3DS MAX PRESENTING WITH A SYSTEM Learning targets Getting to know various commands of the 3ds Max Workspace Understanding the functions of the OCTAdesign Ribbon Mastering the light and Render Settings Applying the basics of the Material Editor 6 OCTADESIGN Basics 7 Workspace The workspace consists of four graphical viewports. At the start of it is highlighted by a yellow frame. Right click on another window to the program the following four views are already set: top left the top activate it. The active window can be enlarged using the Alt + W key view, top right the front view, bottom left the side view from left and combination or the Maximize Viewport button. -
Patterns in Ontology Engineering: Classification of Ontology Patterns
PATTERNS IN ONTOLOGY ENGINEERING: CLASSIFICATION OF ONTOLOGY PATTERNS Eva Blomqvist School of Engineering, Jonk¨ oping¨ University P.O. Box 1026, SE-551 11 Jonk¨ oping,¨ Sweden [email protected] Kurt Sandkuhl School of Engineering, Jonk¨ oping¨ University P.O. Box 1026, SE-551 11 Jonk¨ oping,¨ Sweden [email protected] Keywords: Ontology Engineering, Ontology Patterns, Pattern Classification. Abstract: In Software Engineering, patterns are an accepted way to facilitate and support reuse. This paper focuses on patterns in the field of Ontology Engineering and proposes a classification scheme for ontology patterns. The scheme divides ontology patterns into five levels: Application Patterns, Architecture Patterns, Design Patterns, Semantic Patterns, and Syntactic Patterns. Semantic and Syntactic Patterns are quite well-researched but the higher levels of pattern abstraction are so far almost unexplored. To illustrate the possibilities of patterns on these levels some examples are discussed, together with ideas of future work. 1 INTRODUCTION 2 ONTOLOGY PATTERNS TODAY Recent developments in the area of Ontology En- Ontology is a popular term today, used in many ar- gineering involve semi-automatic ontology construc- eas and defined in many different ways. In this paper tion to reduce time and effort of constructing an on- ontology is defined as: tology. In particular for small-scale application con- texts, reduction of effort and expert involvement is an An ontology is a hierarchically structured set of important requirement. concepts describing a specific domain of knowledge that can be used to create a knowledge base. An on- Ways of reducing this effort are to further facil- tology contains concepts, a subsumption hierarchy, itate semi-automatic construction of ontologies, but arbitrary relations between concepts, and axioms. -
Critical Review of Open Source Tools for 3D Animation
IJRECE VOL. 6 ISSUE 2 APR.-JUNE 2018 ISSN: 2393-9028 (PRINT) | ISSN: 2348-2281 (ONLINE) Critical Review of Open Source Tools for 3D Animation Shilpa Sharma1, Navjot Singh Kohli2 1PG Department of Computer Science and IT, 2Department of Bollywood Department 1Lyallpur Khalsa College, Jalandhar, India, 2 Senior Video Editor at Punjab Kesari, Jalandhar, India ABSTRACT- the most popular and powerful open source is 3d Blender is a 3D computer graphics software program for and animation tools. blender is not a free software its a developing animated movies, visual effects, 3D games, and professional tool software used in animated shorts, tv adds software It’s a very easy and simple software you can use. It's show, and movies, as well as in production for films like also easy to download. Blender is an open source program, spiderman, beginning blender covers the latest blender 2.5 that's free software anybody can use it. Its offers with many release in depth. we also suggest to improve and possible features included in 3D modeling, texturing, rigging, skinning, additions to better the process. animation is an effective way of smoke simulation, animation, and rendering. Camera videos more suitable for the students. For e.g. litmus augmenting the learning of lab experiments. 3d animation is paper changing color, a video would be more convincing not only continues to have the advantages offered by 2d, like instead of animated clip, On the other hand, camera video is interactivity but also advertisement are new dimension of not adequate in certain work e.g. like separating hydrogen from vision probability. -
Building Ecommerce Framework for Online Shopping Using Semantic Web and Web 3.0
ISSN (Online) 2278-1021 IJARCCE ISSN (Print) 2319 5940 International Journal of Advanced Research in Computer and Communication Engineering Vol. 5, Issue 3, March 2016 Building Ecommerce Framework for Online Shopping using Semantic Web and Web 3.0 Pranita Barpute1, Dhananjay Solankar2, Ravi Hanwate3, Puja Kurwade4, Kiran Avhad5 Student, Computer, SAOE, Pune, India1,2,3,4 Professor, Computer, SAOE, Pune, India5 Abstract: E-commerce is one of the popular areas. In Online Shopping we can perform add, remove, edit, and update the product as per dealers and end users requirement. With the use of semantic web and web 3.0 the system performance will increase. The system should have proper user interface. The customers who visit online shopping system, they will have easy implementation of search item. This will increase the participation of various dealers for their product to get them online. For each Dealer have separate login and they also insert product, tracking products delivery for their products. The proposed system will use semantic web and web 3.0 Therefore, for Customer and also for Dealer it is useful. For both Customer and Dealers it shows own interface. Keywords: Framework, Semantic Web, Ontologies, Web 3.0, Resources Description Framework (RDF), Owl, E- commerce. I. INTRODUCTION II. LITERATURE SURVEY It is becoming a research focus about how to capture or E-commerce [1] framework is used to buy or exchange find customer's behavior patterns and realize commerce relative information via web applications and electronics intelligence by use of Web Semantic technology. device is nothing but E-commerce. This information helps Recommendation system in electronic commerce [1] is to derive different application using online shopping and one of the successful applications that are based on such E-commerce. -
A Methodology for Engineering Domain Ontology Using Entity Relationship Model
(IJACSA) International Journal of Advanced Computer Science and Applications, Vol. 10, No. 8, 2019 A Methodology for Engineering Domain Ontology using Entity Relationship Model Muhammad Ahsan Raza1, M. Rahmah2, Sehrish Raza3, A. Noraziah4, Roslina Abd. Hamid5 Faculty of Computer Systems and Software Engineering, Universiti Malaysia Pahang, Kuantan, Malaysia1, 2, 4, 5 Institute of Computer Science and Information Technology, The Women University, Multan, Pakistan3 Abstract—Ontology engineering is an important aspect of The proposed procedure of ontology engineering (OE) is semantic web vision to attain the meaningful representation of novel in two aspects: (1) it is based on well know ER-schema data. Although various techniques exist for the creation of which is readily available for most of the database-based ontology, most of the methods involve the number of complex organizations or can be developed efficiently for any domain of phases, scenario-dependent ontology development, and poor interest with accuracy. (2) The method proposes instant and validation of ontology. This research work presents a lightweight cost-effective rules for ER to ontology translation while approach to build domain ontology using Entity Relationship maintaining all semantic checks. The ER-schema and (ER) model. Firstly, a detailed analysis of intended domain is translation model (viewing the two facets as simple and performed to develop the ER model. In the next phase, ER to portable) support the development of ontology for any ontology (EROnt) conversion rules are outlined, and finally the knowledge domain. Focusing on the discipline of information system prototype is developed to construct the ontology. The proposed approach investigates the domain of information technology where the learning material related to the technology curriculum for the successful interpretation of curriculum is highly unstructured, we have developed an OE concepts, attributes, relationships of concepts and constraints tool that captures semantics from the ER-schema and among the concepts of the ontology.