Various interaction techniques have been developed for interactive 3D environments. This paper presents an up‐to‐date and comprehensive review of the state of the art of non‐immersive interaction techniques for Navigation, Selection & Manipulation, and System Control, including a basic introduction to the topic, the challenges and an examination of a number of popular approaches. We also introduce 3D Interaction Testbed (3DIT) to firstly allow a ‘hands‐on' understanding of 3D interaction principles, and secondly to create an open platform for defining evaluation methods, stimuli as well as representative tasks akin to those found in other disciplines of science. We hope that this survey can aid both researchers and developers of interactive 3D applications in having a clearer overview of the topic and in particular can be useful for practitioners and researchers that are new to the field of interactive 3D graphics.
A numerical model was developed in order to estimate the residence time of a sediment plume generated by potential deep‐sea mining activities, with special attention to discharges in the bottom boundary layer. The site of the Disturbance and Recolonization Experiment (DISCOL) in the Peru Basin in the southeast Pacific Ocean was chosen as a case study. The model includes the actual bathymetry, as well as the characteristic flow patterns of this region. Various aspects affecting the transport and sedimentation of the plume, such as stratification, flocculation in a sediment‐laden water column, and the hydrodynamics are discussed in conjunction with field data and studied with the overall aim of providing a reliable risk assessment of deep‐sea mining environmental impacts.
The cube (here in blue) is a three-dimensional solid object bounded by six square faces, facets or sides, with three meeting at each vertex.A sphere is a perfectly round geometrical object (here in green). Like a circle in two dimensions, a perfect sphere is completely symmetrical around its center, with all points on the surface laying the same distance from the center point. This distance is known as the radius of the sphere. The maximum straight distance through the sphere is known as the diameter of the sphere.A pyramid is a polyhedron formed by connecting a polygonal base and a point, called the apex. Each base edge and apex form a triangle. + +The cube (here in blue) is a three-dimensional solid object bounded by six square faces, facets or sides, with three meeting at each vertex.A sphere is a perfectly round geometrical object (here in green). Like a circle in two dimensions, a perfect sphere is completely symmetrical around its center, with all points on the surface laying the same distance from the center point. This distance is known as the radius of the sphere. The maximum straight distance through the sphere is known as the diameter of the sphere.A pyramid is a polyhedron formed by connecting a polygonal base and a point, called the apex. Each base edge and apex form a triangle. O OR R Hypertext 3D Graphics Hypertext Mode 3D ModeA sphere is a perfectly round geometrical object (here in green). Like a circle in two dimensions, a perfect sphere is completely symmetrical around its A pyramid is a polyhedron formed by connecting a polygonal base and a point, called the apex. P P P y y y r rr a a a m m m i ii d d d Cube S S S p p p h h h e e e r rr e e e Figure 1: How to design a user interface that combines hypertext and 3D graphics? The integrated information presented in the hypertext mode (left) and the 3D mode (right) of the dual-mode user interface. ABSTRACTThe Web evolved from a text-based system to the current rich and interactive medium that supports images, 2D graphics, audio and video. The major media type that is still missing is 3D graphics. Although various approaches have been proposed (most notably VRML/X3D), they have not been widely adopted. One reason for the limited acceptance is the lack of 3D interaction techniques that are optimal for the hypertext-based Web interface. We present a novel strategy for accessing integrated information spaces, where hypertext and 3D graphics data are simultaneously available and linked. We introduce a user interface that has two modes between which a user can switch anytime: the driven by simple hypertext-based interactions "don't-makeme-think" mode, where a 3D scene is embedded in hypertext and the more immersive 3D "take-me-to-the-Wonderland" mode, which immerses the hypertextual annotations into the 3D scene. A user study is presented, which characterizes the user interface in terms of its efficiency and usability.
The present paper deals with the interactive buckling of thin-walled lipped channel (LC) beams under the bending moment in the web plane when the shear lag phenomenon and distortional deformations are taken into account. A plate model (2D) was adopted for LC beams. The structures were assumed to be simply supported at the ends. A modal method of solution to the interactive buckling problem within Koiter’s asymptotic theory, using the semi-analytical method (SAM) and the transition matrix method, was applied. LC-beams, from short through medium-long via long to very long beams, were considered. The paper focuses on the influence of the secondary global buckling mode on the load carrying capacity for the steel LC-beams under bending.
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