6 research outputs found

    Comparison of Tracking Methods for Augmented Reality-Supported Damage Mapping of Grid Shell Structures

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    As powerful mobile devices become available and robust tracking methods are further developed, Augmented Reality (AR) becomes increasingly suitable for use on construction sites. For the renovation of the Mannheim Multihalle, the world's largest free-form timber grid shell structure, various AR tracking methods are examined for their suitability for carrying out damage mapping: manual initialization (four points or vector input) and localization by cloud anchors. As the uniform grid of the grid shell makes orientation difficult during manual damage mapping, using a smartphone AR application to correctly recognize the laths and nodes is promising. Three key test criteria were used to compare the methods: the correct assignment of the laths, the smallest computationally recognized error and sufficient stability, meaning the absence of drift. In addition, the effort required for preparation and handling during use was considered. For the use case of damage mapping using a smartphone, the tests showed that although manual initialization using vector input is the most suitable method, even this method is not satisfactory. Therefore, in the outlook, measures to facilitate optical tracking and the use of differential GPS and synchronization with point cloud data are discussed

    Nachhaltigkeitsbewertungen durch IoT-gestützte Auswertung von Nutzerverhalten im Rahmen des as-used BIM

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    Gebäude stellen einen wesentlichen Teil des weltweiten Energieverbrauchs und der CO2- Emissionen dar, insbesondere während ihres Betriebs. Zur Beurteilung ihrer Nachhaltigkeit und Energieeffizienz werden verschiedene Verfahren wie das ESG-Rating angewendet, vor allem im Kontext des Asset Managements großer Gebäudeportfolios. Während der Planung wird der Energiebedarf eines Gebäudes geschätzt. Da viele Gebäude ineffizient betrieben werden, ist es von großem Interesse anhand des tatsächlichen Nutzerverhaltens eine genauere Bewertung der Nachhaltigkeit zu ermöglichen. Diese Forschung wird durch den vermehrten Einsatz von IoT-Technologie unterstützt, die eine Echtzeitdatenerfassung ermöglicht. Die Integration des Building Information Model (BIM) und IoT birgt jedoch technische und datenschutzrechtliche Herausforderungen. Besonders während der Betriebsphase bleiben Daten oft isoliert und können nicht nahtlos zwischen verschiedenen Systemen ausgetauscht werden. In diesem Kontext wird ein Konzept entwickelt, das darauf abzielt die Gebäudenachhaltigkeit basierend auf dem Nutzerverhalten innerhalb von BIM unter Verwendung von IoT-Sensordaten zu bewerten. Durch eine praktische Anwendung wird dieses Konzept veranschaulicht und trägt zur weiteren Optimierung der Energieeffizienz von Gebäuden bei

    SPARK: a universal approach to 3D point cloud segmentation using 2D image segmentation models – cemonstration on traffic objects

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    The generation of point clouds using LIDAR or photogrammetry is used in various fields of (civil) engineering and allows to capture the geometry of scenes or objects. The categorisation of objects and their segmentation has to be done either manually or using isolated solutions with limited functionality. This paper presents the general purpose application SPARK, which uses 2D object recognition to perform automated 3D object segmentation in point clouds. The point cloud mesh is imported into the Unity game engine and an orthographic camera is flown over the mesh to capture images. 2D object segmentation CNNs are then used to classify and mask the detected objects. This information is projected onto the mesh using raycasts to create a three-dimensional localisation of the classified points in the scene. These points are clustered into bounding boxes and used to localise elements in the original point cloud and to create classified sub-point clouds. The workflow is demonstrated in the SPARK application using the example of capturing road objects with the object segmentation models pre-trained on the ADE20K and Cityscapes datasets. A case study with three point clouds of urban street scenes is performed and the results and applicability are discussed

    LA OCUPAClÓN lNCA EN CANTAMARCA, CANTA

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    Base on the passed excavations results of this area, the author aims to manifest some aspects that assume inca occupation dynamic in Cantamarca. Besides, this research is focus on determining the importance of degree that this establishments had while the incas were pursuing to control che popu­lation that lived at both margins of che Chillon valley river in a effective way.Tomando como base los resultados de sus excavaciones en el área, el autor da cuenca de algunos aspectos que asumiera la dinámica de la ocupación inca en Cantamarca. Este examen le permite, también, determinar el grado de importancia que tuvo este asentamiento, en el afán de los incas por controlar de modo efectivo a las poblaciones que habitaban en ambas márgenes del valle del río Chillón

    Sedentary behaviours and socio-economic status in Spanish adolescents: The AVENA study

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    Background: This study aimed to describe the influence of socio-economic status (SES) on the prevalence sedentary behaviours among Spanish adolescents. Methods: Cross-sectional data from Spanish adolescents from the Alimentación y Valoración del Estado Nutricional de los Adolescentes (AVENA) Study (2002). A national representative sample of 1776 adolescents aged 13-18.5 years provided information about time spent watching television (TV), playing with computer or videogames and studying. Parental education and occupation were assessed as SES. Participants were categorized by gender, age, parental education and occupation. Logistic regression models were used. Results: No gender differences were found for TV viewing. For computer and videogames use (weekdays), more boys played >3 h/day (P 3 h/day (P < 0.001). Among boys, parental education and occupation were inversely associated with TV viewing, parental occupation directly associated with study and maternal education inversely with computer and videogames use during weekdays (all P < 0.05). For girls, parental occupation was inversely associated with TV viewing. Conclusion: Spanish adolescents presented different sedentary patterns according to age, gender and SES. Boys reported more time engaged in electronic games, whereas girls reported more time studying. Parental occupation had more influence than parental education on the time spent in sedentary behaviours. © The Author 2010.Peer Reviewe
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