90,419 research outputs found

    The Computer Graphics Scene in the United States

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    We briefly survey the major thrusts of computer graphics activities, examining trends and topics rather than offering a comprehensive survey of all that is happening. The directions of professional activities, hardware, software, and algorithms are outlined. Within hardware we examine workstations, personal graphics systems, high performance systems, and low level VLSI chips; within software, standards and interactive system design; within algorithms, visible surface rendering and shading, three-dimensional modeling techniques, and animation. Note: This paper was presented at Eurographics\u2784 in Copenhagen, Denmark

    Video animation as teaching aid for engineering drawing course in Malaysia vocational college

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    The rapid development of information and communications technology (ICT) today has given a new breath to use of computer in education. One of the increasingly popular nowadays is a multimedia technology that merges a variety of media such as text, graphics, animation, video and audio controlled by a computer. With this technology, a wide range of multimedia software can be developed to improve the quality of education. This study aims to develop a multimedia educational animated video based interactive teaching and learning theory and design appropriate for Engineering Drawing subject in the title of Orthographic Projection according to the syllabus of Malaysia Vocational College. This research involved 30 respondents from Industrial Machining students in Vocational College. The research design was conducted by simple survey to collect data from the respondents. The instruments used in the form of a questionnaire to obtain information. Data was collected and analyzed using SPSS (Statistical Package for the Social Sciences) version 24. The study found that the interactive multimedia materials that have visual graphics, text, audio, video and animation, capable of increasing the rate of their acceptance more than 30% compared to using traditional learning methods

    Interactive Learning Management System to Develop Spatial Visualization Abilities

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    An Interactive Learning Management System (ILMS) is presented, which functions as a web-based Spatial Visualization Ability (SVA) learning support tool for students of engineering graphics and as a management tool for teachers to track student learning. This software is designed to fill the gaps in student knowledge, giving them more uniform spatial visualization abilities when enrolling on University Engineering degrees. The ILMS_SVA consists of: (1) a Content Management System (CMS); (2) a preliminary level assessment test; (3) a web-based tool for exercise management and self-assessment incorporating a 3D viewer that functions as an interactive tutorial (IT), allowing the manipulation of 3D objects in every exercise; (4) a database. It is designed for three types of users (student, teacher, and administrator), and has been validated with engineering graphics students at the University of Burgos (Spain) by means of experimental trials in the classroom and a user satisfaction survey, over two academic years. The results indicate that use of this tool improved SVA among students generally and was even of greater effectiveness for those students that accessed engineering courses with no prior knowledge of Technical Drawing

    Multimedia courseware for interactive teaching and learning: students’ needs and perspectives

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    Education faces many new challenges in meeting the demands of teaching and learning for the 21st century. One of the new challenges is to integrate ICT (Information and communication technologies) in teaching and learning as a means of delivering alternative teaching. Multimedia technology, for example, has the potential to transform a traditional classroom into an unlimited imaginary world. This paper report on development and evaluation of a multimedia courseware for Design and Technology (RBT). An interactive CD was developed using the Adobe Flash CS6 software. Alpha and Beta testing have been carried out in the development process. 6 experts were assigned to evaluate the functionality of the interactive CD. In order to identify the usability of interactive CD, 103 respondents were involved in the survey by filling four-point Likert scaled questionnaire. The findings show that, the level of interactive CD usability is at a high level. Based on this study, there are positive effects that we can see based on the use of multimedia elements in the education system. The meaningful benefits of using multimedia elements for learning include the presentation of various learning styles. The presentation of information usually integrates multimedia elements such as text, graphics, audio and video

    Interactive Visualization of the Largest Radioastronomy Cubes

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    3D visualization is an important data analysis and knowledge discovery tool, however, interactive visualization of large 3D astronomical datasets poses a challenge for many existing data visualization packages. We present a solution to interactively visualize larger-than-memory 3D astronomical data cubes by utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the data volume into smaller sub-volumes that are distributed over the rendering workstations. A GPU-based ray casting volume rendering is performed to generate images for each sub-volume, which are composited to generate the whole volume output, and returned to the user. Datasets including the HI Parkes All Sky Survey (HIPASS - 12 GB) southern sky and the Galactic All Sky Survey (GASS - 26 GB) data cubes were used to demonstrate our framework's performance. The framework can render the GASS data cube with a maximum render time < 0.3 second with 1024 x 1024 pixels output resolution using 3 rendering workstations and 8 GPUs. Our framework will scale to visualize larger datasets, even of Terabyte order, if proper hardware infrastructure is available.Comment: 15 pages, 12 figures, Accepted New Astronomy July 201

    Understanding Next-Generation VR: Classifying Commodity Clusters for Immersive Virtual Reality

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    Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field

    Guidelines For Pursuing and Revealing Data Abstractions

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    Many data abstraction types, such as networks or set relationships, remain unfamiliar to data workers beyond the visualization research community. We conduct a survey and series of interviews about how people describe their data, either directly or indirectly. We refer to the latter as latent data abstractions. We conduct a Grounded Theory analysis that (1) interprets the extent to which latent data abstractions exist, (2) reveals the far-reaching effects that the interventionist pursuit of such abstractions can have on data workers, (3) describes why and when data workers may resist such explorations, and (4) suggests how to take advantage of opportunities and mitigate risks through transparency about visualization research perspectives and agendas. We then use the themes and codes discovered in the Grounded Theory analysis to develop guidelines for data abstraction in visualization projects. To continue the discussion, we make our dataset open along with a visual interface for further exploration
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