Cartesian Points Visualization in Game Simulation for Analyzing Geometric Representations of AEC Objects in IFC

2019 ◽  
Author(s):  
Jiansong Zhang ◽  
Yunfeng Chen ◽  
Rui Liu ◽  
Luciana Debs
2019 ◽  
Vol 3 (2) ◽  
pp. 129
Author(s):  
Septin Puji Astuti ◽  
Ardhi Ristiawan ◽  
Annida Unnatiq Ulya ◽  
Purwono Purwono ◽  
Nurwulan Purnasari

Environmental education creates environmental behaviour of people. Children are social agent who plays prominent role for shaping future life. In order to create environmental consciousness generation environmental education should be delivered to children. This paper reports community engagement activity through providing environmental education for first to third grade of primary school children. The delivery process of environmental education to children was transferred through movies and games. Two movies were played to children have attracted them to understand of the prominent of putting trash to the right litter bin. Meanwhile, game simulation for practicing waste separation resulted 96% of children were able to put rubbish in the right litter: organic, paper and plastic litter. Children who did wrong argue that they made mistakes due to time limit which influenced them to put to the right litter.


Author(s):  
John Kaufman ◽  
Allan E. W. Rennie ◽  
Morag Clement

Photogrammetry has been in use for over one hundred and fifty years. This research considers how digital image capture using a medium range Nikon Digital SLR camera, can be transformed into 3D virtual spatial images, and together with additive manufacturing (AM) technology, geometric representations of the original artefact can be fabricated. The research has focused on the use of photogrammetry as opposed to laser scanning (LS), investigating the shift from LS use to a Digital Single Lens Reflex (DSLR) camera exclusively. The basic photogrammetry equipment required is discussed, with the main objective being simplicity of execution for eventual realisation of physical products. As the processing power of computers has increased and become widely available, at affordable prices, software programs have improved, so it is now possible to digitally combine multi-view photographs, taken from 360°, into 3D virtual representational images. This has now led to the possibility of 3D images being created without LS intervention. Two methods of digital data capture are employed and discussed, in acquiring up to 130 digital data images, taken from different angles using the DSLR camera together with the specific operating conditions in which to photograph the objects. Three case studies are documented, the first, a modern clay sculpture, whilst the other two are 3000 year old Egyptian clay artefacts and the objects were recreated using AM technology. It has been shown that with the use of a standard DSLR camera and computer software, 2D images can be converted into 3D virtual video replicas as well as solid, geometric representation of the originals.


Author(s):  
Y. F. Zhao ◽  
S. T. Tan ◽  
T. N. Wong

Abstract In this paper a method for modelling the deformation of flexible objects such as cloth is presented in which the physical analysis can be imported into the geometric simulation. The geometric representations as well as the physical properties of flexible objects are considered. A so-called basic configuration and a constraint finite element method are given to improve previous methods for modelling flexible objects. The basic configuration is a primitive 3-D surface of a flexible object, and the constraint finite element method is a special finite element method with respect to the constraint conditions of the deformed flexible objects. The basic configuration of a deformed flexible surface can be directly obtained from its initial 2-D shape by using some control points and curves. Subsequently, according to the geometric constraint conditions of deformation, the basic configuration is adjusted to a satisfactory flexible surface by the constraint finite element method.


1985 ◽  
Vol 66 (12) ◽  
pp. 1521-1524
Author(s):  
Greg J. Holland ◽  
I. A. Berzins ◽  
Robert T. Merrill

10.37236/1082 ◽  
2006 ◽  
Vol 13 (1) ◽  
Author(s):  
Werner Krauth ◽  
Martin Loebl

We expose a relationship between jamming and a generalization of Tutte's barycentric embedding. This provides a basis for the systematic treatment of jamming and maximal packing problems on two-dimensional surfaces.


2021 ◽  
Vol 40 (2) ◽  
pp. 495-507
Author(s):  
Muhamad Ahsan ◽  
Aun Falestien Faletehan

One of the ways to raise an entrepreneurial spirit through learning processes is the use of game simulation. Learning materials delivered using game simulation are expected to improve knowledge, understandings, and insights related to entrepreneurship. This study aimed to examine individual’s understanding of game-based entrepreneurship learning based on the expressions of like and dislike. Data of this study were collected by means of an open-ended questionnaire through a survey conducted for nine years (2011-2019). As many as 441 students participated in the entrepreneurship game called “Start and Improve Your Business (SIYB)” at a university in Indonesia. The collected data were analyzed qualitatively using NVivo 12plus. The results showed that participants liked the game because it could increase their entrepreneurial passions, skills, insights, and mindsets. However, what participants did not like about the game was related to its’ characteristics, the personal issues that it came out with, and the teamwork in the game. This study contributes to the development of a game-based entrepreneurship learning model by identifying participants' interests and discussing the strengths and weaknesses of the game implementation.  


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