19,626 research outputs found

    Computer Graphics Learning Materials

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    Selles lõputöös on antud ülevaade Tartu Ülikooli aine Arvutigraafika (MTAT.03.015) jaoks koostatud õppematerjalist ja õppekeskkonnast. Kirjeldatud on aine modulaarset ülesehitust, mis rakendab kombineeritud ülevalt-alla (ing. k. top-down) ja alt-üles (ing. k. bottom-up) lähenemisi. Loodud õppematerjal sisaldab endas interaktiivseid näiteid, mis vastavad hõivatuse taksonoomia 4ndale tasemele. Õppekeskkonna CGLearn spetsifikatsioon ja implementatsiooni detailid on kirjeldatud. Töö lõpus on kursusel osalenud õpilaste hulgas läbi viidud tagasiside küsitluse tulemuste analüüsiga. Lisa fail on lingina kätesaadav serveri probleemide tõttu aadresil : http://comserv.cs.ut.ee/forms/ati_report/files/ComputerGraphicsLearningMaterialsAppendix.zipThis thesis provides an overview of the learning material and a custom learning environment created for the Computer Graphics (MTAT.03.015) course in the University of Tartu. It describes a modular layout, that mixes a top-down and bottom-up approaches, in which the course was organized. The created material also includes interactive examples that satisfy engagement level 4 requirements. The specification and implementation details of the custom learning environment called CGLearn are given. Thesis concludes with the analysis of the feedback questionnaire answered by the students participating in the course and using the material. Due to server problems extras file is in here : http://comserv.cs.ut.ee/forms/ati_report/files/ComputerGraphicsLearningMaterialsAppendix.zi

    Visual analytics for supply network management: system design and evaluation

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    We propose a visual analytic system to augment and enhance decision-making processes of supply chain managers. Several design requirements drive the development of our integrated architecture and lead to three primary capabilities of our system prototype. First, a visual analytic system must integrate various relevant views and perspectives that highlight different structural aspects of a supply network. Second, the system must deliver required information on-demand and update the visual representation via user-initiated interactions. Third, the system must provide both descriptive and predictive analytic functions for managers to gain contingency intelligence. Based on these capabilities we implement an interactive web-based visual analytic system. Our system enables managers to interactively apply visual encodings based on different node and edge attributes to facilitate mental map matching between abstract attributes and visual elements. Grounded in cognitive fit theory, we demonstrate that an interactive visual system that dynamically adjusts visual representations to the decision environment can significantly enhance decision-making processes in a supply network setting. We conduct multi-stage evaluation sessions with prototypical users that collectively confirm the value of our system. Our results indicate a positive reaction to our system. We conclude with implications and future research opportunities.The authors would like to thank the participants of the 2015 Businessvis Workshop at IEEE VIS, Prof. Benoit Montreuil, and Dr. Driss Hakimi for their valuable feedback on an earlier version of the software; Prof. Manpreet Hora for assisting with and Georgia Tech graduate students for participating in the evaluation sessions; and the two anonymous reviewers for their detailed comments and suggestions. The study was in part supported by the Tennenbaum Institute at Georgia Tech Award # K9305. (K9305 - Tennenbaum Institute at Georgia Tech Award)Accepted manuscrip

    An exploratory study of the problem solving strategies used by selected young adolescents while playing a microcomputer text adventure

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    The purpose of this study was to determine if any problem solving strategies are used by young adolescents as they play a microcomputer text adventure. Thirteen participants took part in the study. Each participant was video taped playing a selected adventure game, specially modified to produce a file containing all interaction between participant and computer. The investigator analyzed both the files and video tapes to determine problem solving strategies used by each participant. Ten specific problem solving strategies were identified as used by the participants. The use of specific problem solving strategies took place 58% of the game playing time with the specific strategy of Guess and Check occupying 77.7% of that time. Participants took inconsequential moves 30.4% of the game playing time, and made moves using previous game experiences 11.6% of the time. Based on the recorded data, determination was made that young adolescents use a variety of problem solving strategies as they play a microcomputer text adventure

    A comparative study involving two approaches to documenting computer software for mathematics teaching programs

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    This comparative study was conducted to determine how college mathematics students respond to instructions that are primarily text as compared with instructions that are primarily illustrations. The sample consisted of 50 students enrolled in mathematics classes at Forsyth Technical Community College during August 1993. A pretest survey was used to balance the treatment groups in terms of gender, age, and computer experience. The test consisted of two treatments: 1) Completing tasks on IBM's Mathematics Toolkit using directions that were traditionally textual. 2) Completing the same tasks using directions that were primarily pictorial. Test data consisted of the time it took each subject to complete the task and the number of correct responses on the task. Post test data consisted of answers to an attitude survey which was administered immediately after the test. Analysis of the attitude survey focused on: 1) the ability of subjects to coordinate the documentation with the computer screen and 2) the subjects' judgement between the documentation used in the test and other computer documentation used by the subject

    The Montclarion, October 29, 1987

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    Student Newspaper of Montclair State Collegehttps://digitalcommons.montclair.edu/montclarion/1519/thumbnail.jp

    NASA Tech Briefs, August 1993

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    Topics include: Computer Graphics; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences; Life Sciences; Books and Reports

    Designing Situated Dashboards: Challenges and Opportunities

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    Situated Visualization is an emerging field that unites several areas - visualization, augmented reality, human-computer interaction, and internet-of-things, to support human data activities within the ubiquitous world. Likewise, dashboards are broadly used to simplify complex data through multiple views. However, dashboards are only adapted for desktop settings, and requires visual strategies to support situatedness. We propose the concept of AR-based situated dashboards and present design considerations and challenges developed over interviews with experts. These challenges aim to propose directions and opportunities for facilitating the effective designing and authoring of situated dashboards.Comment: To be presented at ISA: 2nd Workshop on Immersive and Situated Analytics @ ISMAR 202

    IC.IDO as a tool for displaying machining processes. The logic interface between Computer-Aided-Manufacturing and Virtual Reality

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    Abstract This scientific communication investigates the logic interface of a CAM solver, i.e., MasterCAM, into a Virtual Reality (VR) environment. This integration helps in displaying machining operations in virtual reality. Currently, to partially visualize the results of a simulation in an immersive environment, an import/export procedure must be done manually. Here, a software plugin integrated into IC.IDO (by ESI Group) has been realized and fully described. This application allows the complete integration of CAM solver into the VR environment. In particular, the VERICUT solver has been integrated into VR. This kind of integration has never been done yet
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