scholarly journals An Overview of Three-Dimensional Videos: 3D Content Creation, 3D Representation and Visualization

Author(s):  
Lourena Rocha ◽  
Luiz Gonalves
2004 ◽  
Vol 128 (1) ◽  
pp. 243-251 ◽  
Author(s):  
Byungwoo Lee ◽  
Kazuhiro Saitou

This paper presents a three-dimensional (3D) extension of our previous work on the synthesis of assemblies whose dimensional integrity is insensitive to the dimensional variations of individual parts. Assuming that assemblies can be built in the reverse sequence of decomposition, the method recursively decomposes a given product geometry into two subassemblies until parts become manufacturable. At each recursion, joints are assigned to the interfaces between two subassemblies to ensure the two criteria for robust dimensional integrity, in-process dimensional adjustability, and proper part constraints. Screw theory is utilized as a unified 3D representation of the two criteria. A case study on an automotive space frame is presented to demonstrate the method.


Author(s):  
Simone Barbieri ◽  
Tao Jiang ◽  
Ben Cawthorne ◽  
Zhidong Xiao ◽  
Xiaosong Yang

2008 ◽  
pp. 231-276
Author(s):  
L. Ballan ◽  
N. Brusco ◽  
G. M. Cortelazzo

Author(s):  
Minna Pakanen ◽  
Paula Alavesa ◽  
Leena Arhippainen ◽  
Timo Ojala

While three-dimensional virtual learning environments have attracted plenty of research interest, mirror-world-like virtual campuses have been used mainly for virtual tours, promotions, or for simulation purposes. In this article, the authors investigate the use of geographically accurate mirror-world-like virtual campus models as an interactive learning environment. The initial prototype of the virtual campus covers about 2,300 m2 of a university campus and contains basic pedagogical, communicational, and content creation functionalities. A qualitative study with 14 participants explored their anticipated user experiences as well as their needs for the services and functionalities of the virtual campus. The findings suggest that a more profound link of reality and virtuality than just mirroring physical spaces in the virtual realm is needed. A hybrid reality approach is required to foster social community building and collaboration, 3D space design, and service integration. Finally, stepping out of the classroom introduces privacy issues that should be considered carefully.


2010 ◽  
Vol 2 (3) ◽  
pp. 239-258 ◽  
Author(s):  
Victoria McArthur ◽  
Robert J Teather ◽  
Wolfgang Stuerzlinger

Author(s):  
Hoang Minh Nguyen ◽  
Burkhard C. Wunsche ◽  
Patrice Delmas ◽  
Christof Lutteroth ◽  
Wannes van der Mark

Author(s):  
Weihua Dong ◽  
Hua Liao

Despite the now-ubiquitous two-dimensional (2D) maps, photorealistic three-dimensional (3D) representations of cities (e.g., Google Earth) have gained much attention by scientists and public users as another option. However, there is no consistent evidence on the influences of 3D photorealism on pedestrian navigation. Whether 3D photorealism can communicate cartographic information for navigation with higher effectiveness and efficiency and lower cognitive workload compared to the traditional symbolic 2D maps remains unknown. This study aims to explore whether the photorealistic 3D representation can facilitate processes of map reading and navigation in digital environments using a lab-based eye tracking approach. Here we show the differences of symbolic 2D maps versus photorealistic 3D representations depending on users’ eye-movement and navigation behaviour data. We found that the participants using the 3D representation were less effective, less efficient and were required higher cognitive workload than using the 2D map for map reading. However, participants using the 3D representation performed more efficiently in self-localization and orientation at the complex decision points. The empirical results can be helpful to improve the usability of pedestrian navigation maps in future designs.


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