357 research outputs found

    Sixth Biennial Report : August 2001 - May 2003

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    Development of a virtual reality milling machine for knowledge learning and skill training

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    Current methods of training personnel on high cost machine tools involve the use of both classroom and hands on practical training. The practical training required the operation of costly equipment and the trainee has to be under close personnel supervision. The main aim of this project is to reduce the amount of practical training and its inherent cost, time, danger, personal injury risk and material requirements by utilising a virtual reality technology. In this study, an investigation into the use of Virtual reality for training operators and students to use the Milling Machine was carried out. The investigation has been divided into two sections: first the development of Milling Machine in the 3D virtual environment, where the real machine was re-constructed in the virtual space. This has been carried out by creating objects and assembling them together. The complete Milling machine was then properly modelled and rendered so it could be viewed from all viewpoints. The second section was to add motion to the virtual world. The machine was made of functions as for the real machine. This was achieved by attaching Superscape Control Language (SCL) to the objects. The developed Milling machine allows the users to choose the material, speed and feed rate. Upon activation, the virtual machine will be simulated to carry out the machining process and instantaneous data on the machined part can be generated. The results were satisfactory, the Milling Machine was modelled successfully and the machine was able to perform according to task set. Using the developed Virtual Model, the ability for training students and operators to use the Milling Machine has been achieved

    Efficient Many-Light Rendering of Scenes with Participating Media

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    We present several approaches based on virtual lights that aim at capturing the light transport without compromising quality, and while preserving the elegance and efficiency of many-light rendering. By reformulating the integration scheme, we obtain two numerically efficient techniques; one tailored specifically for interactive, high-quality lighting on surfaces, and one for handling scenes with participating media

    Techniques for planning computer animation

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    Manual de Saneamiento Total Liderizado por la Comunidad

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    Community-Led Total Sanitation (CLTS) focuses on igniting a change in sanitation behaviour rather than constructing toilets. It does this through a process of social awakening that is stimulated by facilitators from within or outside the community. This handbook has been compiled as a source of ideas and experiences that can be used for CLTS orientation workshops, advocacy to stakeholders, training facilitators and natural leaders and implementing CLTS activities. It is a resource book especially for field staff, facilitators and trainers for planning, implementation and follow-up for CLTS.Please note: Bahasa, Bengali and Hindi translations are also available.Ce manuel a Ă©tĂ© conçu Ă  partir d’expĂ©riences en matiĂšre d’Assainissement Total PilotĂ© par la CommunautĂ© (ATPC) vĂ©cues depuis dĂ©cembre 1999 au Bangladesh, en Inde, au Cambodge, en IndonĂ©sie, en Mongolie, au NĂ©pal, en Chine et au Pakistan pour l’Asie ; en Ouganda, en Zambie, en Ethiopie, en Tanzanie, au Kenya et en Sierra LĂ©one pour l’Afrique ; en Bolivie pour l’AmĂ©rique latine ; au YĂ©men pour le Moyen-Orient ; et dans d’autres pays encore. Nous encourageons les utilisateurs de ce manuel Ă  exploiter les directives prĂ©sentĂ©es de la maniĂšre qui leur convient le mieux. Les mĂ©thodes dĂ©crites ici ne sont pas les seules permettant de mettre en Ɠuvre l’ATPC. Nous les encourageons Ă  constamment user de leur bon sens et Ă  innover avec des approches et des outils adaptĂ©s au contexte local afin d’encourager et de renforcer la participation et l’autonomisation communautaire nĂ©cessaire Ă  l’atteinte des objectifs recherchĂ©s Ă  travers le concept d’Assainissement Total PilotĂ© par la CommunautĂ©.Este manual se desarrollĂł a partir de las experiencias del Saneamiento Total Liderado con la Comunidad (SANTOLIC) desde diciembre de 1999 en Bangladesh, India, Camboya, Indonesia, Mongolia, Nepal, China y PakistĂĄn en Asia; en Uganda, Zambia, EtiopĂ­a, Tanzania, Kenia y Sierra Leone en África y en Bolivia en SudamĂ©rica; Yemen en el Medio Oriente y en otros paĂ­ses. Los usuarios de este manual deben sentirse libres a usar las pautas brindadas de la manera que mejor les parezca. Los mĂ©todos descritos en Ă©l no son las Ășnicas formas de aplicar SANTOLIC. Se insinĂșa que los usuarios utilicen su mejorjuicio en todo momento y que innoven enfoques adecuados al contexto local y herramientas para lograr y facilitar la participaciĂłn y el empoderamiento de la comunidad llegando a tener saneamiento total y mĂĄs allĂĄ

    China's iGeneration

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    Collection of essays on twenty-first century Chinese cinema and moving image culture. This innovative collection of essays on twenty-first century Chinese cinema and moving image culture features contributions from an international community of scholars, critics, and practitioners. Taken together, their perspectives make a compelling case that the past decade has witnessed a radical transformation of conventional notions of cinema. Following China's accession to the WTO in 2001, personal and collective experiences of changing social conditions have added new dimensions to the increasingly diverse Sinophone media landscape, and provided a novel complement to the existing edifice of blockbusters, documentaries, and auteur culture. The numerous 'iGeneration' productions and practices examined in this volume include 3D and IMAX films, experimental documentaries, animation, visual aides-mémoires, and works of pirated pastiche

    New Central American Cinema (2001-2010)

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    This dissertation explores New Central American Cinema, a film movement that emerged in Central America during the 2000s. It examines feature-length fictional films produced and released in Central America between 2001-2010. Based on bibliographic sources, interviews with filmmakers and film advocates, and close film content analysis, this study identified five socioeconomic factors that characterized film production in the region: EICTV as a new training opportunity, CINERGIA as a regional funding source, digital as low-cost technology, the Icaro Central American Film Festival as an alternative channel of distribution, and a growing transnational and regional identity. It also identified migrations, gangs, and civil wars as the most recurring themes in Central American film narratives

    Serious Game Design Principles: The Impact of Game Design on Learning Outcomes

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    This dissertation examines the research question How do video game design principles affect learning outcomes in serious games? This research first develops a theoretical foundation concerning the meaning of the terms game and serious game . This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of design principles and a proposed serious game development process. These guidelines were researched and examined via the design and development process of several serious game prototypes and the examination of a large body of existing serious games. The end result is a practical procedure that is rooted in theory and quantitative experimentation

    2018-2019 Lynn University Academic Catalog

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    https://spiral.lynn.edu/accatalogs/1046/thumbnail.jp

    China's iGeneration

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    Collection of essays on twenty-first century Chinese cinema and moving image culture. This innovative collection of essays on twenty-first century Chinese cinema and moving image culture features contributions from an international community of scholars, critics, and practitioners. Taken together, their perspectives make a compelling case that the past decade has witnessed a radical transformation of conventional notions of cinema. Following China's accession to the WTO in 2001, personal and collective experiences of changing social conditions have added new dimensions to the increasingly diverse Sinophone media landscape, and provided a novel complement to the existing edifice of blockbusters, documentaries, and auteur culture. The numerous 'iGeneration' productions and practices examined in this volume include 3D and IMAX films, experimental documentaries, animation, visual aides-mémoires, and works of pirated pastiche
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