68,132 research outputs found
Using Augmented Reality as a Medium to Assist Teaching in Higher Education
In this paper we describe the use of a high-level augmented reality
(AR) interface for the construction of collaborative educational applications
that can be used in practice to enhance current teaching
methods. A combination of multimedia information including spatial
three-dimensional models, images, textual information, video,
animations and sound, can be superimposed in a student-friendly
manner into the learning environment. In several case studies different
learning scenarios have been carefully designed based on
human-computer interaction principles so that meaningful virtual
information is presented in an interactive and compelling way. Collaboration
between the participants is achieved through use of a
tangible AR interface that uses marker cards as well as an immersive
AR environment which is based on software user interfaces
(UIs) and hardware devices. The interactive AR interface has been
piloted in the classroom at two UK universities in departments of
Informatics and Information Science
Using digital storytelling as a methodology for the introduction of socially responsible graphic design in a University Bachelor of Computer Graphic Design Programme
This paper case studies the pedagogical methodology for a digital storytelling project involving final semester Bachelor of Computer Graphic Design students and students from a community based charitable arts trust. A young artist is paired with a senior tertiary graphic design student to create digital narratives that attempt to remain within the spirit of the original goals of the Digital Storytelling Movement. The project aims to introduce socially responsible graphic design to tertiary computer graphic design students and foundation arts students. Discussion of the learning outcomes of this project, including analysis of the results of the personal breakthroughs made by students as seen in their written accounts in project completion surveys are detailed
Development of Computer Science Disciplines - A Social Network Analysis Approach
In contrast to many other scientific disciplines, computer science considers
conference publications. Conferences have the advantage of providing fast
publication of papers and of bringing researchers together to present and
discuss the paper with peers. Previous work on knowledge mapping focused on the
map of all sciences or a particular domain based on ISI published JCR (Journal
Citation Report). Although this data covers most of important journals, it
lacks computer science conference and workshop proceedings. That results in an
imprecise and incomplete analysis of the computer science knowledge. This paper
presents an analysis on the computer science knowledge network constructed from
all types of publications, aiming at providing a complete view of computer
science research. Based on the combination of two important digital libraries
(DBLP and CiteSeerX), we study the knowledge network created at
journal/conference level using citation linkage, to identify the development of
sub-disciplines. We investigate the collaborative and citation behavior of
journals/conferences by analyzing the properties of their co-authorship and
citation subgraphs. The paper draws several important conclusions. First,
conferences constitute social structures that shape the computer science
knowledge. Second, computer science is becoming more interdisciplinary. Third,
experts are the key success factor for sustainability of journals/conferences
An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display
We present a tele-immersive system that enables people to interact with each
other in a virtual world using body gestures in addition to verbal
communication. Beyond the obvious applications, including general online
conversations and gaming, we hypothesize that our proposed system would be
particularly beneficial to education by offering rich visual contents and
interactivity. One distinct feature is the integration of egocentric pose
recognition that allows participants to use their gestures to demonstrate and
manipulate virtual objects simultaneously. This functionality enables the
instructor to ef- fectively and efficiently explain and illustrate complex
concepts or sophisticated problems in an intuitive manner. The highly
interactive and flexible environment can capture and sustain more student
attention than the traditional classroom setting and, thus, delivers a
compelling experience to the students. Our main focus here is to investigate
possible solutions for the system design and implementation and devise
strategies for fast, efficient computation suitable for visual data processing
and network transmission. We describe the technique and experiments in details
and provide quantitative performance results, demonstrating our system can be
run comfortably and reliably for different application scenarios. Our
preliminary results are promising and demonstrate the potential for more
compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201
Photometric stereo for strong specular highlights
Photometric stereo (PS) is a fundamental technique in computer vision known
to produce 3-D shape with high accuracy. The setting of PS is defined by using
several input images of a static scene taken from one and the same camera
position but under varying illumination. The vast majority of studies in this
3-D reconstruction method assume orthographic projection for the camera model.
In addition, they mainly consider the Lambertian reflectance model as the way
that light scatters at surfaces. So, providing reliable PS results from real
world objects still remains a challenging task. We address 3-D reconstruction
by PS using a more realistic set of assumptions combining for the first time
the complete Blinn-Phong reflectance model and perspective projection. To this
end, we will compare two different methods of incorporating the perspective
projection into our model. Experiments are performed on both synthetic and real
world images. Note that our real-world experiments do not benefit from
laboratory conditions. The results show the high potential of our method even
for complex real world applications such as medical endoscopy images which may
include high amounts of specular highlights
Guidelines For Pursuing and Revealing Data Abstractions
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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