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Using Ontology to create 3D Animations for Training Purposes

초록

영어

3D Computer-based animations are nowadays used for training purposes in a wide range
of industrial applications like assembly, maintenance and operations. Their creation, also
known as authoring, is usually a time consuming task, demanded to professional 3D
designers, who need at first a good understanding of the involved entities and actions in order
to realize the customized animations. The proposed methodology deals with the use of an
ontology in order to filter and understand generic natural language training requests; once
identified the proper actors and actions, they are associated to the corresponding models and
movements to be performed in the virtual environment and translated in a 3D graphic format
template. The result is a customized animation which can be created by a non-expert designer
and then visualized by the worker through many modalities, on a desktop computer or on a
PDA for example. Role of the ontology is to reduce the overall complexity of the animation
authoring process by assuring the necessary comprehension of customized training requests
as well as reusability and extensibility of the structure of the modeled object and of
animations’ components in different domains..

목차

Abstract
 1. Introduction
 2. State of the art
 3. Ontology-driven Authoring
 4. Test case: KoBaS project
 5. Conclusions and future work
 6. References

저자정보

  • Salvatore Parisi, Salvatore Parisi. Department of Computer Integrated Manufacturing, Heinz Nixdorf Institute – University of Paderborn
  • Jochen Bauch Department of Computer Integrated Manufacturing, Heinz Nixdorf Institute – University of Paderborn
  • Jan Berssenbrügge Department of Computer Integrated Manufacturing, Heinz Nixdorf Institute – University of Paderborn
  • Rafael Radkowski Department of Computer Integrated Manufacturing, Heinz Nixdorf Institute – University of Paderborn

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