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  <channel rdf:about="http://hdl.handle.net/2117/3296">
    <title>DSpace Collection:</title>
    <link>http://hdl.handle.net/2117/3296</link>
    <description />
    <items>
      <rdf:Seq>
        <rdf:li rdf:resource="http://hdl.handle.net/2117/18983" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/18255" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/17576" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/16877" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/16466" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/15727" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/14703" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/14322" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/14127" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/13418" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/13384" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/12989" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/12066" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/11065" />
        <rdf:li rdf:resource="http://hdl.handle.net/2117/10860" />
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    </items>
    <dc:date>2013-05-21T14:44:01Z</dc:date>
  </channel>
  <item rdf:about="http://hdl.handle.net/2117/18983">
    <title>Skeletal representations of orthogonal shapes</title>
    <link>http://hdl.handle.net/2117/18983</link>
    <description>Title: Skeletal representations of orthogonal shapes
Authors: Martínez Bayona, Jonás; Pla García, Núria; Vigo Anglada, Marc
Abstract: Orthogonal shapes are polygons orpolyhedra enclosed byaxis-aligned edges orfaces,&#xD;
respectively. Inthis paper wepresent two skeletal representatio nsoforthogonal shapes:&#xD;
the cube skeleton and a family ofskeletal represe ntations provided bythe scale cube skeleton. Both skeletal represe ntations rely onthe L1 metric. Weshow that the cube skeleton is homotopically equivalent to its original shape,reduces its dimension,and it is composed of line segments orplanar polygons with restricted orientation. We also present analgorithm to compute the scale cube skeleton oforthogonal polygons and compare the presented skeletons with other skeletal represe ntations.</description>
    <dc:date>2013-04-25T11:11:36Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/18255">
    <title>Juegos digitales en el aula: un caso de estudio</title>
    <link>http://hdl.handle.net/2117/18255</link>
    <description>Title: Juegos digitales en el aula: un caso de estudio
Authors: Contreras Espinosa, Ruth S.; Eguía Gómez, Jose Luis; Solano Albajés, Lluís
Abstract: Durante el año 2011 se diseño, implementó y estudió un juego&#xD;
digital que muestra la vida de un científico Catalán: El paleontólogo Mi&#xD;
-&#xD;
quel Crusafont. El juego fue creado como un recurso para el aprendizaje&#xD;
cognitivo y posteriormente fue utilizado en aulas de primaria con el fin de&#xD;
obtener la visión de los profesores involucrados. Como método de recolec&#xD;
-&#xD;
ción de datos se ha utilizado la observación, la entrevista en profundidad&#xD;
y el grupo focal. El objetivo principal de este estudio se centra en reunir&#xD;
la visión de profesores de primaria, al hacer uso de juegos en el aula. Las&#xD;
conclusiones nos muestran las percepciones que los miembros del grupo&#xD;
de estudio tiene sobre el uso de juegos digitales.</description>
    <dc:date>2013-03-13T12:23:04Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/17576">
    <title>A scalable architecture for 3D map navigation on mobile devices</title>
    <link>http://hdl.handle.net/2117/17576</link>
    <description>Title: A scalable architecture for 3D map navigation on mobile devices
Authors: Noguera, José María; Segura, Rafael; Ogáyar, Carlos; Joan Arinyo, Robert
Abstract: Mobile devices such as smart phones or tablets&#xD;
are rapidly increasing their graphics and networking&#xD;
capabilities. However, real-time visualization of 3D maps&#xD;
is still a challenging task to accomplish on such limited&#xD;
devices. In this paper, we describe the principles involved&#xD;
in the design and development of a scalable client–server&#xD;
architecture for delivering 3D maps over wireless networks&#xD;
to mobile devices. We have developed a hybrid adaptive&#xD;
streaming and rendering method that distributes the 3D&#xD;
map rendering task between the mobile clients and a&#xD;
remote server. This architecture provides support for efficient&#xD;
delivery of 3D contents to mobile clients according to&#xD;
their capabilities. As a proof of concept, we have implemented&#xD;
a prototype and carried out exhaustive experiments&#xD;
considering different scenarios and hundreds of concurrent&#xD;
connected clients. The analysis of the server workload and&#xD;
the mobile clients performance show that our architecture&#xD;
achieves a great scalability and performance even when&#xD;
using low-end hardware.</description>
    <dc:date>2013-02-05T10:36:33Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/16877">
    <title>Os games digitais como um recurso cognitivo na aprendizagem: um estudo de caso</title>
    <link>http://hdl.handle.net/2117/16877</link>
    <description>Title: Os games digitais como um recurso cognitivo na aprendizagem: um estudo de caso
Authors: Eguía Gómez, Jose Luis; Contreras Espinosa, Ruth S.; Solano Albajés, Lluís
Abstract: Os games digitais possuem um valor educativo importante e têm sido reconhecidos pelos educadores como um rico e produtivo espaço que proporciona conteúdos de aprendizagem para os estudantes, melhorando, através dele, o desenvolvimento cognitivo do aluno. Este artigo explora as oportunidades cognitivas dos games digitais como uma ferramenta de aprendizagem e mostra um estudo de caso: o jogo de Joan de Peratallada. O objetivo desse estudo é promover o diálogo e a possível colaboração entre um jogo digital cognitivo aplicado as escolas primárias de forma a colaborar com a ensino de historia de Catalunha, Espanha.</description>
    <dc:date>2012-11-12T09:16:12Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/16466">
    <title>Computing parameter ranges in constructive geometric constraint solving: Implementation and correctness proof</title>
    <link>http://hdl.handle.net/2117/16466</link>
    <description>Title: Computing parameter ranges in constructive geometric constraint solving: Implementation and correctness proof
Authors: Hidalgo, Marta; Joan Arinyo, Robert
Abstract: In parametric design, changing values of parameters to get different solution instances to the problem&#xD;
at hand is a paramount operation. One of the main issues when generating the solution instance for the&#xD;
actual set of parameters is that the user does not know in general which is the set of parameter values&#xD;
for which the parametric solution is feasible. Similarly, in constraint-based dynamic geometry, knowing&#xD;
the set of critical points where construction feasibility changes would allow to avoid unexpected and&#xD;
unwanted behaviors.&#xD;
We consider parametric models in the Euclidean space with one internal degree of freedom. In this&#xD;
scenario, in general, the set of values of the variant parameter for which the parametric model is realizable&#xD;
and defines a valid shape is a set of intervals on the real line.&#xD;
In this work we report on our experiments implementing the van der Meiden Approach to compute&#xD;
the set of parameter values that bound intervals for which the parametric object is realizable. The&#xD;
implementation is developed on top of a constructive, ruler-and-compass geometric constraint solver.&#xD;
We formalize the underlying concepts and prove that our implementation is correct, that is, the approach&#xD;
exactly computes all the feasible interval bounds.</description>
    <dc:date>2012-09-12T07:22:06Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/15727">
    <title>Efficient algorithms for boundary extraction of 2D and 3D orthogonal pseudomanifolds</title>
    <link>http://hdl.handle.net/2117/15727</link>
    <description>Title: Efficient algorithms for boundary extraction of 2D and 3D orthogonal pseudomanifolds
Authors: Vigo Anglada, Marc; Pla García, Núria; Ayala Vallespí, M. Dolors; Martínez Bayona, Jonás
Abstract: In this paper we present algorithms to extract the boundary representation of orthogonal polygons and polyhedra, either manifold or pseudomanifold. The algorithms we develop reconstruct not only the polygons of the boundaries but also the hole-face inclusion relationship. Our algorithms have a simple input so they can be used to convert many different kinds of models to B-Rep. In the 2D case, the input is the set of vertices, and in the 3D case, some small additional information must be supplied for every vertex. All proposed algorithms run in View the MathML source time and use O(n) space, where n is the number of vertices of the input. Moreover, we explain how to use our proposal to extract the boundary from the well-known voxel and octree models as well as from three vertex-based models found in the related literature: the neighbourhood, the EVM, and the weighted vertex list models.</description>
    <dc:date>2012-04-16T08:15:20Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/14703">
    <title>Animation of 3D Avatars for Rehabilitation of the Upper Limbs</title>
    <link>http://hdl.handle.net/2117/14703</link>
    <description>Title: Animation of 3D Avatars for Rehabilitation of the Upper Limbs
Authors: Moya, Sergio; Grau Carrion, Sergi; Tost Pardell, Daniela; Campeny, Ricard; Ruiz, Marcel
Abstract: The paper presents a 3D Virtual Environment (VE)&#xD;
for neurorehabilitation of the upper limb. Patients move one&#xD;
of their arms trying to simulate concrete daily actions, such&#xD;
as grasping a bottle, opening a door or putting a book on a&#xD;
shelve. They wear a special garment that integrates four inertial&#xD;
sensors providing in real time information on the orientation of&#xD;
the patient’s shoulder, elbow and wrist. The VE is a complete&#xD;
scenario integrating all the objects needed to perform virtually&#xD;
the actions simulated by the patients. In the VE, patients are&#xD;
represented by 3D avatars that, using the data provided by the&#xD;
inertial sensors, reproduce in real time their arm movements.&#xD;
Since only the arm movement is monitorized, but neither the&#xD;
hand nor the trunk and the neck, the system must combine real&#xD;
movements with baked animations in order to show a realistic&#xD;
behavior of the 3D avatar. Moreover, it must take into account&#xD;
collisions between the 3D avatar and the virtual objects. Finally,&#xD;
it must detect when the patient is about to simulate an interaction&#xD;
with an object in order to realize it virtually. We describe the&#xD;
strategies that we have designed to provide these functionalities.</description>
    <dc:date>2012-01-20T12:27:40Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/14322">
    <title>A connected-component-labeling-based approach to virtual porosimetry</title>
    <link>http://hdl.handle.net/2117/14322</link>
    <description>Title: A connected-component-labeling-based approach to virtual porosimetry
Authors: Rodríguez, Jorge Ernesto; Cruz, Irving; Vergés Garcia, Eduard; Ayala Vallespí, M. Dolors
Abstract: Analyzing the pore-size distribution of porous materials, made up of an aggregation of interconnected pores, is a demanding task. Mercury intrusion porosimetry (MIP) is a physical method that intrudes mercury into a sample at increasing pressures to obtain a poresize histogram. This method has been simulated in-silice with several approaches requiring prior computation of a skeleton.&#xD;
We present a new approach to simulate MIP that does not require skeleton computation.&#xD;
Our method is an iterative process that considers the diameters corresponding to pressures. At each iteration, geometric tests detect throats for the corresponding diameter and a CCL process collects the region invaded by the mercury. Additionally, a new decomposition model called CUDB, is used. This is suitable for computing the throats and performs better with the CCL algorithm than a voxel model. Our approach obtains the pore-size distribution of the porous medium, and the corresponding pore graph.</description>
    <dc:date>2011-12-27T10:59:00Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/14127">
    <title>Videojuegos como un entorno de aprendizaje: el Caso de "Monturiol el joc""</title>
    <link>http://hdl.handle.net/2117/14127</link>
    <description>Title: Videojuegos como un entorno de aprendizaje: el Caso de "Monturiol el joc""
Authors: Eguía Gómez, Jose Luis; Contreras Espinosa, Ruth S.; Solano Albajés, Lluís</description>
    <dc:date>2011-12-01T08:31:16Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/13418">
    <title>Skeleton computation of orthogonal polyhedra</title>
    <link>http://hdl.handle.net/2117/13418</link>
    <description>Title: Skeleton computation of orthogonal polyhedra
Authors: Martínez Bayona, Jonás; Vigo Anglada, Marc; Pla García, Núria
Abstract: Skeletons are powerful geometric abstractions that provide useful representations for a number of geometric operations.&#xD;
The straight skeleton has a lower combinatorial complexity compared with the medial axis. Moreover,&#xD;
while the medial axis of a polyhedron is composed of quadric surfaces the straight skeleton just consist of planar&#xD;
faces. Although there exist several methods to compute the straight skeleton of a polygon, the straight skeleton of&#xD;
polyhedra has been paid much less attention. We require to compute the skeleton of very large datasets storing&#xD;
orthogonal polyhedra. Furthermore, we need to treat geometric degeneracies that usually arise when dealing with&#xD;
orthogonal polyhedra. We present a new approach so as to robustly compute the straight skeleton of orthogonal&#xD;
polyhedra. We follow a geometric technique that works directly with the boundary of an orthogonal polyhedron.&#xD;
Our approach is output sensitive with respect to the number of vertices of the skeleton and solves geometric degeneracies.&#xD;
Unlike the existing straight skeleton algorithms that shrink the object boundary to obtain the skeleton,&#xD;
our algorithm relies on the plane sweep paradigm. The resulting skeleton is only composed of axis-aligned and&#xD;
45  rotated planar faces and edges.</description>
    <dc:date>2011-10-04T14:00:51Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/13384">
    <title>Navigating large terrains using commodity mobile devices</title>
    <link>http://hdl.handle.net/2117/13384</link>
    <description>Title: Navigating large terrains using commodity mobile devices
Authors: Noguera, José María; Segura, Rafael; Ogáyar, Carlos; Joan Arinyo, Robert</description>
    <dc:date>2011-09-28T16:34:59Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/12989">
    <title>Parameter tunning of PBIL and CHC evolutionary algorithms applied to solve the Root Identification Problem</title>
    <link>http://hdl.handle.net/2117/12989</link>
    <description>Title: Parameter tunning of PBIL and CHC evolutionary algorithms applied to solve the Root Identification Problem
Authors: Joan Arinyo, Robert; Luzón, M.V.; Yeguas Bolívar, Enrique
Abstract: Evolutionary algorithms are among the most successful approaches for solving a number of problems where systematic searches in huge domains must be performed. One problem of practical interest that falls into this category is known as The Root Identification Problem in Geometric Constraint Solving, where one solution to the geometric problem must be selected among a number of possible solutions bounded by an exponential number. In previous works we have shown that applying genetic algorithms, a category of evolutionary algorithms, to solve the Root Identification Problem is both feasible and effective.&#xD;
&#xD;
In this work, we report on an empirical statistical study conducted to establish the influence of the driving parameters in the PBIL and CHC evolutionary algorithms when they are used to solve the Root Identification Problem. We identify a set of values that optimize algorithms performance. The driving parameters considered for the PBIL algorithm are population size, mutation probability, mutation shift and learning rate. For the CHC algorithm we studied population size, divergence rate, differential threshold and the set of best individuals. In both cases we applied unifactorial and multifactorial analysis, post hoc tests and best parameter level selection. Experimental results show that CHC outperforms PBIL when applied to solve the Root Identification Problem.</description>
    <dc:date>2011-07-18T08:46:48Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/12066">
    <title>Computer graphics at the Universitat Politècnica de Catalunya</title>
    <link>http://hdl.handle.net/2117/12066</link>
    <description>Title: Computer graphics at the Universitat Politècnica de Catalunya
Authors: Brunet Crosa, Pere; Joan Arinyo, Robert; Navazo Álvaro, Isabel; Tost Pardell, Daniela; Vila, S
Abstract: This paper describes the authors experience in the organization and teaching of courses of Computer Graphics for both undergraduate and graduate students. Curriculum contents and teaching methodologies are discussed, taking into account practical constraints related to the facilities available at&#xD;
laboratories and curriculum structures.</description>
    <dc:date>2011-03-25T12:18:28Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/11065">
    <title>Topology-reducing surface simplification using a discrete solid representation</title>
    <link>http://hdl.handle.net/2117/11065</link>
    <description>Title: Topology-reducing surface simplification using a discrete solid representation
Authors: Andújar Gran, Carlos Antonio; Brunet Crosa, Pere; Ayala Vallespí, M. Dolors
Abstract: This paper presents a new approach for generating coarse-level approximations of topologically complex models. Dramatic&#xD;
topology reduction is achieved by converting a 3D model to and from a volumetric representation. Our approach produces valid,&#xD;
error-bounded models and supports the creation of approximations that do not interpenetrate the original model, either being completely contained in the input solid or bounding it. Several simple to implement versions of our approach are presented and discussed. We show that these methods perform significantly better than other surface-based approaches when simplifying topologically-rich models such as scene parts and complex mechanical assemblies.</description>
    <dc:date>2011-01-17T11:49:20Z</dc:date>
  </item>
  <item rdf:about="http://hdl.handle.net/2117/10860">
    <title>Analysis of methods for generating octree models of objects from their silhouettes</title>
    <link>http://hdl.handle.net/2117/10860</link>
    <description>Title: Analysis of methods for generating octree models of objects from their silhouettes
Authors: Franquesa Niubó, Marta; Brunet Crosa, Pere
Abstract: Reconstructing 3D models from their projection images has been an interesting research topic in computer vision and geometric modeling. In this paper, we review several methods that generate octree models of objects from their silhouettes in images. The complexity analysis of the algorithms is developed and presented. It is concluded that the performance of the algorithms depents mostly on the number of starting images and the object shapes through their number of faces and concavities.</description>
    <dc:date>2010-12-31T09:27:40Z</dc:date>
  </item>
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