digital representations
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Author(s):  
Akey Sungheetha

Recently, various indoor based sensors that were formerly separated from the digital world, are now intertwined with it. The data visualization may aid in the comprehension of large amounts of information. Building on current server-based models, this study intends to display real environmental data acquired by IoT agents in the interior environment. Sensors attached to Arduino microcontrollers are used to collect environmental data for the smart campus environment, including air temperature, light intensity, and humidity. This proposed framework uses the system's server and stores sensor readings, which are subsequently shown in real time on the server platform and in the environment application. However, most current IoT installations do not make use of the enhanced digital representations of the server and its graphical display capabilities in order to improve interior safety and comfort conditions. The storage of such real-time data in a standard and organized way is still being examined even though sensor data integration with storing capacity server-based models has been studied in academics.


2022 ◽  
Vol 7 (4) ◽  
pp. 5314-5327
Author(s):  
Phakhinkon Napp Phunphayap ◽  
◽  
Prapanpong Pongsriiam

<abstract><p>We give a characterization for the integers $ n \geq 1 $ such that the Fibonomial coefficient $ {pn \choose n}_F $ is divisible by $ p $ for any prime $ p \neq 2, 5 $. Then we use it to calculate asymptotic formulas for the number of positive integers $ n \leq x $ such that $ p \mid {pn \choose n}_F $. This completes the study on this problem for all primes $ p $.</p></abstract>


2021 ◽  
Vol 26 (4) ◽  
pp. 722-729
Author(s):  
Marina V. Shutova ◽  
Yana S. Rocheva

Mediatization is an interdisciplinary construct, which allows us to study how the transformation of social institutions is affected by media influence and social theories. Researchers are focusing on peoples digital representations and new interaction models. As digital networks grow and overlap with traditional interaction forms, new models of clinic-doctor-patient interaction emerge. Researching this reveals the efficiency of communicative constructivism. The purpose of the research is to study the transformative effect of mediatization on medicine. The research methodology is based on communicative constructivism and phenomenological approach, including analysis of 70 Instagram accounts of doctors and clinics and in-depth interviews of 10 St. Petersburg-based doctors. The research validates the transformation tendencies in medicine as a social institution.


Heritage ◽  
2021 ◽  
Vol 5 (1) ◽  
pp. 21-41
Author(s):  
Anto J. Benítez ◽  
Xose Prieto Souto ◽  
Manuel Armenteros ◽  
Esteban M. Stepanian ◽  
Rubén Cantos ◽  
...  

It is increasingly necessary to generate accessible and navigable digital representations of historical or heritage buildings. This article explains the workflow that was applied to create such a digital component for one of the least accessible areas of the Alhambra palace in Granada, the so-called Torre de la Cautiva (Tower of the Captive). The main goal of this process was to create affordable, photorealistic 3D models that contribute to the dissemination of cultural heritage, the decision making for its conservation and restoration, and public engagement and entertainment. With enough preparation, the time spent gathering data following a Structure from Motion (SfM) approach can be significantly reduced by using a multi-camera (low cost DSLR) photogrammetric strategy. Without the possibility of artificial lighting, it was essential to use RAW images and calibrate the color in the scene for material and texture characterization. Through processing, the amount of data was reduced by optimizing the model’s topology. Thus, a photorealistic result was obtained that could be managed and visualized in immersive Visual Reality (VR) environments, simulating different historical periods and environmental and lighting conditions. The potential of this method allows, with slight modifications, the creation of HBIMs and the adaptation to VR systems development, whose current visualization quality is below the resolution of actionable models in rendering engines.


Sensors ◽  
2021 ◽  
Vol 21 (24) ◽  
pp. 8241
Author(s):  
Mitko Aleksandrov ◽  
Sisi Zlatanova ◽  
David J. Heslop

Voxel-based data structures, algorithms, frameworks, and interfaces have been used in computer graphics and many other applications for decades. There is a general necessity to seek adequate digital representations, such as voxels, that would secure unified data structures, multi-resolution options, robust validation procedures and flexible algorithms for different 3D tasks. In this review, we evaluate the most common properties and algorithms for voxelisation of 2D and 3D objects. Thus, many voxelisation algorithms and their characteristics are presented targeting points, lines, triangles, surfaces and solids as geometric primitives. For lines, we identify three groups of algorithms, where the first two achieve different voxelisation connectivity, while the third one presents voxelisation of curves. We can say that surface voxelisation is a more desired voxelisation type compared to solid voxelisation, as it can be achieved faster and requires less memory if voxels are stored in a sparse way. At the same time, we evaluate in the paper the available voxel data structures. We split all data structures into static and dynamic grids considering the frequency to update a data structure. Static grids are dominated by SVO-based data structures focusing on memory footprint reduction and attributes preservation, where SVDAG and SSVDAG are the most advanced methods. The state-of-the-art dynamic voxel data structure is NanoVDB which is superior to the rest in terms of speed as well as support for out-of-core processing and data management, which is the key to handling large dynamically changing scenes. Overall, we can say that this is the first review evaluating the available voxelisation algorithms for different geometric primitives as well as voxel data structures.


2021 ◽  
Author(s):  
◽  
Brandon Wang

<p>Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience.  Although disruptive at first causing a reluctance of technological adoption within a workplace and ultimately progression of an industry, the eventual impact and benefits noticeably outweigh the initial time and cost within industry adoption, adaptation and development. Architecture and design is not immune to this phenomenon; from computational 2D and 3D modeling, BIM and cloud based data to physical prototyping with 3D printing, laser cutting and automated CNC routing, these are a few select examples that has forced the industry of design to rethink processes, possibilities and realistic opportunities where none existed prior.  One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportune for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.  This thesis recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, external hardware that better capture human metrics such as EEG, eye tracking, GSR will be considered to developed a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.</p>


2021 ◽  
Author(s):  
◽  
Brandon Wang

<p>Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience.  Although disruptive at first causing a reluctance of technological adoption within a workplace and ultimately progression of an industry, the eventual impact and benefits noticeably outweigh the initial time and cost within industry adoption, adaptation and development. Architecture and design is not immune to this phenomenon; from computational 2D and 3D modeling, BIM and cloud based data to physical prototyping with 3D printing, laser cutting and automated CNC routing, these are a few select examples that has forced the industry of design to rethink processes, possibilities and realistic opportunities where none existed prior.  One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportune for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.  This thesis recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, external hardware that better capture human metrics such as EEG, eye tracking, GSR will be considered to developed a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.</p>


IoT ◽  
2021 ◽  
Vol 2 (4) ◽  
pp. 717-740
Author(s):  
Ljiljana Stojanovic ◽  
Thomas Usländer ◽  
Friedrich Volz ◽  
Christian Weißenbacher ◽  
Jens Müller ◽  
...  

The concept of digital twins (DT) has already been discussed some decades ago. Digital representations of physical assets are key components in industrial applications as they are the basis for decision making. What is new is the conceptual approach to consider DT as well-defined software entities themselves that follow the whole lifecycle of their physical counterparts from the engineering, operation up to the discharge, and hence, have their own type description, identity, and lifecycle. This paper elaborates on this idea and argues the need for systematic DT engineering and management. After a conceptual description of DT, the paper proposes a DT lifecycle model and presents methodologies and tools for DT management, also in the context of Industrie 4.0 concepts, such as the asset administration shell (AAS), the international data spaces (IDS), and IEC standards (such as OPC UA and AML). As a tool example for the support of DT engineering and management, the Fraunhofer-advanced AAS tools for digital twins (FA3ST) are presented in more detail.


2021 ◽  
Vol 13 (23) ◽  
pp. 4765
Author(s):  
Patrick Hübner ◽  
Martin Weinmann ◽  
Sven Wursthorn ◽  
Stefan Hinz

Due to their great potential for a variety of applications, digital building models are well established in all phases of building projects. Older stock buildings however frequently lack digital representations, and creating these manually is a tedious and time-consuming endeavor. For this reason, the automated reconstruction of building models from indoor mapping data has arisen as an active field of research. In this context, many approaches rely on simplifying suppositions about the structure of buildings to be reconstructed such as, e.g., the well-known Manhattan World assumption. This however not only presupposes that a given building structure itself is compliant with this assumption, but also that the respective indoor mapping dataset is aligned with the coordinate axes. Indoor mapping systems, on the other hand, typically initialize the coordinate system arbitrarily by the sensor pose at the beginning of the mapping process. Thus, indoor mapping data need to be transformed from the local coordinate system, resulting from the mapping process, to a local coordinate system where the coordinate axes are aligned with the Manhattan World structure of the building. This necessary preprocessing step for many indoor reconstruction approaches is also frequently known as pose normalization. In this paper, we present a novel pose-normalization method for indoor mapping point clouds and triangle meshes that is robust against large portions of the indoor mapping geometries deviating from an ideal Manhattan World structure. In the case of building structures that contain multiple Manhattan World systems, the dominant Manhattan World structure supported by the largest fraction of geometries was determined and used for alignment. In a first step, a vertical alignment orienting a chosen axis to be orthogonal to horizontal floor and ceiling surfaces was conducted. Subsequently, a rotation around the resulting vertical axis was determined that aligned the dataset horizontally with the axes of the local coordinate system. The performance of the proposed method was evaluated quantitatively on several publicly available indoor mapping datasets of different complexity. The achieved results clearly revealed that our method is able to consistently produce correct poses for the considered datasets for different input rotations with high accuracy. The implementation of our method along with the code for reproducing the evaluation is made available to the public.


2021 ◽  
Author(s):  
◽  
Ryan Achten

<p>Cultural institutions, specifically libraries, museums, and archives, have long been recognised for their collection and preservation of artifacts as a means of conserving cultural memory. With an emergence of digital modes of archiving, an emphasis has been placed on reproducing existing physical artifacts as digital representations and archival of born-digital media. Within the common practice of representing three-dimensional digital artifacts as two-dimensional counterparts, only a facet of the original artifact is represented; omitting valuable spatial and contextual information while precluding opportunities for new forms of artifactual engagement.  By adopting the gaming engine Unity3D, software for interfacing with archive collections was developed to explore how digital three-dimensional spatiality within cultural institution practice may enhance interaction between users and artifacts. Using a combination of configuration, probe, and abstract experimentalist devices, this research explored ways users may engage with digital artifacts in their native spatiality, and the opportunities or limitations these interactions may give rise to. By exploiting diegetic space intrinsic within interfaces, environmental narratives may become powerful tools when communicating and understanding artifactual information. This paper delineates aspects of narrative potential within artifacts and their surrounding environment possible through three-dimensional representation.</p>


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