9 results on '"Weekley, Jeffrey"'
Search Results
2. Best Practices and Workflows for Producing Video-Based Classroom Content; Case Study: Producing X3D for Web Authors
- Author
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Malnick, Jeff, Brutzman, Don, Weekley, Jeffrey, and Modeling, Virtual Environments and Simulation (MOVES) Institute
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video production workflows ,X3D Graphics for Web Authors ,Best Practices ,Extensible 3D (X3D) Graphics ,Video course production - Abstract
3. ABSTRACT Introduction to Extensible 3D (X3D) Graphics (MV3204) and Advanced X3D Graphics (MV4205) are a pair of well-established courses with a custom textbook, an X3D example archive, annotated slide-sets, and the X3D-Edit authoring tool. This case study reports on lessons learned from producing 62 sessions totaling over 37 hours of video instruction. Topics include how to prepare and present video sessions for each lesson, recording and production techniques, building a video website, and teaching to remote students while recording. Most importantly we show the feasibility and repeatability of recording classroom video sessions with minimal post-production requirements, thus reducing video-production labor costs significantly. We also demonstrate the ability to use open-standard and open-source NPS-produced software to create a satisfactory course website. This report summarizes the entire production software to create a satisfactory course website. This report summarizes the entire production process ranging from proper preparation of course materials to pre-production, classroom presentation, speaker recording, screen capture, digital production, and post-production of video sessions. Detailed workflow diagrams, production checklists, conclusions and recommendations for future work are also included.
- Published
- 2009
3. Composing behaviors and swapping bodies with motion capture data in X3D
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Weekley, Jeffrey D., Blais, Curtis L., Brutzman, Don, and Modeling, Virtual Environments, and Simulation Institute (MOVES)
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blended behaviors and composable bodies prototypes ,XML data archive for motion capture-derived behaviors ,Humanoid animation (H-Anim) ,general pipeline description for motion capture to H-Anim data cconversion ,motion capture data transformation - Abstract
The article of record as published may be located at http://dx.doi.org/10.1145/1229390.1229427 This paper describes current work in the evolution of open standards for 3D graphics for Humanoid Animation (H-Anim). It builds on previous work to encompass plausible humanoids, humanoid behaviors and methodologies for composition with interchangeable and blended behaviors. We present an overview of the standardization activites for H-Anim, including a proposed extension for the H-Anim Specification which allows for interchangable actors and dynamic behaviors. We demonstrate a standards-based approach to the complex work flow and data extraction for 3D optical motion tracking systems. We describe how to archive, annotate and treansform the whole body and segmented performance data so that they can be used more widely and with less effort. The approach is compressible, streamable, scaleable, repeatable and suitable for large-scale training and analysis, entertainment and games.
- Published
- 2007
4. AUV Workbench: Integrated 3D for Interoperable Mission Rehearsal, Reality and Replay
- Author
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Weekley, Jeffrey, Brutzman, Don, Healey, Anthony, Duane Davis, Lee, Daryl, and Modeling, Virtual Environments, and Simulation Institute (MOVES)
- Abstract
2004 Mine Countermeasures & Demining Conference: Asia-Pacific Issues & Mine Countermeasures (MCM) in Wet Environments, Australian Defence Force Academy, Canberra Australia, 9-11 February 2004. Paper and slideset. NPS AUV Workbench: Papers
- Published
- 2004
5. Web-Based 3D Reconstruction of Scenarios for Limited Objective Experiments
- Author
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Blais, Curtis, Brutzman, Don, Harney, James, Weekley, Jeffrey, and Modeling, Virtual Environments, and Simulation Institute (MOVES)
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visual simulation ,Limited Objective Experiment ,scenario reconstruction ,Web3D - Abstract
Proceedings of the 2002 Summer Computer Simulation Conference, San Diego CA, 17-19 July 2002. The military is planning and conducting a large number of Limited Objective Experiments (LOEs) to explore new doctrine, organization, tactics, and technology with the objective of more rapidly transforming today’s forces to better address the threat environment of the 21st Century. Web-based 3D technology is being investigated as a tool for creating reconstructions of LOE scenarios, enabling analysts to visualize and evaluate the actions that occurred or, if applicable, should have occurred. Moreover, creation of these virtual environments allows the analyst to consider alternative events, and to view them as if they had occurred (alternative realities). These alternatives can form the basis for deeper analysis of the scenario employed in the experiment or for planning follow-on experiments, to be conducted in the real world or in the virtual world. Indeed, the virtual world itself becomes an experimentation environment that can be manipulated by the analyst or explored through simulation techniques, such as agent-based simulation, to examine the space of potential outcomes. This paper describes work performed by the Naval Postgraduate School in support of a Force Protection LOE and a Joint Futures Laboratory Peer-to-Peer Communications LOE using web-based 3D graphics, with preliminary agent-based simulation to explore the range of potential scenario outcomes.
- Published
- 2002
6. Emerging Web-based 3D graphics for education and experimentation
- Author
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Blais, Curtis, Brutzman, Don, Weekley, Jeffrey, Harney, James, Modeling, Virtual Environments, and Simulation (MOVES), Undersea Warfare Academic Group, Naval Postgraduate School, and Computer Science (CS)
- Abstract
2002 Interservice/Industry Training, Simulation, and Education Conference This paper describes current work in the evolution of open standards for 3D graphics on the World Wide Web (Web3D) and provides examples of application of emerging Web3D authoring, visualization, and simulation tools for military education and experimentation. The paper presents an overview of the current state of Web3D standardization activities, including establishment of conformance tests and a reference implementation. The paper describes examples of the application of web-based 3D graphics for exploring complex military battlespaces supporting Limited Objective Experiments in Anti-Terrorism / Force Protection (AT/FP) and emerging joint command and control concepts for Web-based information management.
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- 2002
7. Mandibular Advancing Positive Pressure Apnea Remediation Device (MAPPARD)
- Author
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Morehead, Benjamin T., Sullivan, Joseph A., Weekley, Jeffrey D., and Computer Science
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Obstructed sleep apnea ,modeling and simulations ,remediation devices ,mandibular advancing device(MAD) ,mandibular advancing positive pressure apnea remediation device(MAPPARD) ,obstructed sleep apnea (OSA) ,respiratory tract diseases ,health care simulations - Abstract
Current research has shown that an increasing number of returning troops from deployments are being diagnosed with obstructed sleep apnea (OSA). OSA causes excessive daytime sleepiness that can endanger the readiness of Soldiers by impacting concentration, decision-making skills, personality change, hypertension, depression, headaches and has been shown to contribute to cardiovascular disease. A main factor for remediation of OSA is Soldier’s compliance with prescribed treatment plans. The two most popular methods for OSA treatment are continuous positive airway pressure (CPAP) and the Mandibular Advancing Device (MAD). Both of these devices have known compliance issues, which keep treatment of OSA to roughly 60 percent of those prescribed. We utilized a parameterized upper airway fluid structure–interaction (FSI) simulation to validate our hybrid OSA device (MAPPARD), which addressed the compliance issues found in typical OSA treatment devices. While being 25 percent less advanced than the MAD device and 50 percent less pressure than the CPAP device, our MAPPARD performed better than either current device, thus showing potential to improve Soldier treatment compliance. This study contributes to the ongoing exploration of the role of modeling and simulations for testing and evaluation of medical devices. http://archive.org/details/mandibularadvanc1094542689 Major, United States Army Approved for public release; distribution is unlimited.
- Published
- 2014
8. Savage Modeling and Analysis Language (SMAL) metadata for tactical simulations and X3D visualizations
- Author
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Rauch, Travis M., Brutzman, Don, Weekley, Jeffrey, Naval Postgraduate School, and Modeling, Virtual Environments and Simulation (MOVES)
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Metadata ,Modeling ,Decision making ,Virtual reality - Abstract
Visualizing operations environments in three dimensions (3D) supports the warfighters' ability to make rapid, well-informed decisions by presenting complex systems in a naturalistic, integrated display format. Unfortunately, constructing these environments is a time-consuming task requiring specific expertise not typically available in the command center. The future use of 3D visualization in military operations depends on the ability of personnel with minimal graphics experience to create virtual environments quickly and accurately by leveraging data-driven customization of content from model archives with the data available in the command center. Practical 3D visualization depends on standardized scene autogeneration. The Extensible 3D (X3D) Graphics family of specifications is approved by the International Standards Organization (ISO) as the Web-based format for the interchange and rendering of 3D scenes. Previous work has demonstrated that an archive of X3D scenes, such as the Scenario Authoring and Visualization for Advanced Graphical Environments (SAVAGE) library, can be used to autogenerate sophisticated 3D tactical environments. Assembling and making sense of the data necessary to autogenerate a 3D environment requires context and good documentation, best accomplished through metadata. Metadata also supports data-centric, component-based design; key philosophies in promoting interoperability of networked applications. Coupled with recent developments in X3D, enhanced features of the Savage X3D Model archives are now sufficiently mature to support rapid generation of tactical environments. This thesis proposes an XML metadata standard to collect and organize the information necessary to create and populate a tactical 3D virtual environment: the Savage Modeling and Analysis Language (SMAL). The logical extension of a well designed standard is the ability to cross the boundaries of usage, allowing simulators to share data with command and control (C2) suites and mission planning tools based on the construction of a virtual scene. SMAL provides the informational "glue" necessary to perform tactical modeling, simulation, and analysis using networked, physics-based X3D virtual environments. http://archive.org/details/savagemodelingnd109452971 Approved for public release; distribution is unlimited.
- Published
- 2006
9. Wireless communications infrastructure for collaboration in common space
- Author
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Metingu, Kivanc, Blais, Curtis, Weekley, Jeffrey, Naval Postgraduate School (U.S.)., and Department of Computer Science
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Mobility ,X3D ,Bluetooth ,Java application ,Virtual environment ,Pocket PC Cortona ,Ethernet (Local area network system) ,Collaboration ,Chess game ,Wireless communication systems ,Bluetooth technology ,Remote control ,Reality ,Wireless Ethernet 802.11 ,Wireless ,Mobile devices ,VRML ,Web services - Abstract
Modern technology is making virtual environments a part of daily life. However, some constraints about the usage of virtual environments, such as the need for high performance and well-configured computers, prevent users from accessing virtual environments in some places other than special computer rooms. Mobile devices may be used to solve this limitation in a virtual environment. The remote-control approach to access virtual worlds on the Internet or on a corporate network is a new concept that opens new doors to users. First step of this approach is already in use, such as games implemented for mobile devices using the screen of a mobile device as display, and has given satisfying results for some users. This research will take the user, who not only wants to be mobile but also does not want to sacrifice high resolution textures and complex models, closer to his/her goal. Mobile devices provide mobility to the user, but sacrifice not only the reality of the virtual environments but also screen size, which is very important for visibility of complex virtual environments. The hybrid approach with wireless internet connection by using mobile devices as remote control gives the user the advantages of mobility over desktop PCs. On the other hand, the realism provided by high-quality PCs on the server side exceeds the capabilities of mobile devices. http://archive.org/details/wirelesscommunic109451478 Lieutenant Junior Grade, Turkish Navy Approved for public release; distribution is unlimited.
- Published
- 2004
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