27,378 research outputs found
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Audio Cartography: Visual Encoding of Acoustic Parameters
Our sonic environment is the matter of subject in multiple domains which developed individual means of its description. As a result, it lacks an established visual language through which knowledge can be connected and insights shared. We provide a visual communication framework for the systematic and coherent documentation of sound in large-scale environments. This consists of visual encodings and mappings of acoustic parameters into distinct graphic variables that present plausible solutions for the visualization of sound. These candidate encodings are assembled into an application-independent, multifunctional, and extensible design guide. We apply the guidelines and show example maps that acts as a basis for the exploration of audio cartography
Computational Visualistics: Dealing with Pictures in Computer Science
Building blocks from many disciplines have to be integrated into a general science of images. Computational visualistics has been formed as a contributing field embracing all aspects of dealing with images computationally. Two basic concepts of computer science are introduced. Applied to the concept "image", they determine the methodological core of computational visualistics. As the contribution of computer science to the subject of image theory, interactive pictures are examined. Finally, relations to other "image sciences" are sketched.
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Bausteine vieler Disziplinen mĂŒssen in eine allgemeine Bildwissenschaft integriert werden. Als Beitrag aus der Informatik versteht sich die Computervisualistik, die alle Aspekte rechnergestĂŒtzten Umgangs mit Bildern umfaĂt. Zwei Grundbegriffe der Informatik werden vorgestellt und bestimmen, auf den Begriff "Bild" angewendet, den methodologischen Kern der Computervisualistik. Als Beitrag der Informatik zum Gegenstand der Bildtheorie werden interaktive Bilder betrachtet. SchlieĂlich werden die Beziehungen zu anderen "Bildwissenschaften" kurz umrissen
A conceptual framework for interactive virtual storytelling
This paper presents a framework of an interactive storytelling system. It can integrate five components: management centre, evaluation centre, intelligent virtual agent, intelligent virtual environment, and users, making possible interactive solutions where the communication among these components is conducted in a rational and intelligent way. Environment plays an important role in providing heuristic information for agents through communicating with the management centre. The main idea is based on the principle of heuristic guiding of the behaviour of intelligent agents for guaranteeing the unexpectedness and consistent themes
Exploring perceptions and attitudes towards teaching and learning manual technical drawing in a digital age
This paper examines the place of manual technical drawing in the 21st century by discussing the perceived value and relevance of teaching school students how to draw using traditional instruments, in a world of computer aided drafting (CAD). Views were obtained through an e-survey, questionnaires and structured interviews. The sample groups represent professional CAD users (e.g. engineers, architects); university lecturers; Technology Education teachers and student teachers; and school students taking Scottish Qualification Authority (SQA) Graphic Communication courses. An analysis of these personal views and attitudes indicates some common values between the various groups canvassed of what instruction in traditional manual technical drafting contributes towards learning. Themes emerge such as problem solving, visualisation, accuracy, co-ordination, use of standard conventions, personal discipline and artistry. In contrast to the assumptions of Prensky's thesis (2001a&b) of digital natives, the study reported in this paper indicate that the school students apparently appreciate the experience of traditional drafting. In conclusion, the paper illustrates the perceived value of such learning in terms of transferable skills, personal achievement and enjoyment
An Extendable Multiagent Model for Behavioural Animation
This paper presents a framework for visually
simulating the behaviour of actors in virtual environments.
In principle, the environmental interaction
follows a cyclic processing of perception,
decision, and action. As natural life-forms
perceive their environment by active sensing,
our approach also tends to let the artificial actor
actively sense the virtual world. This allows
us to place the characters in non-preprocessed
virtual dynamic environments, what we call
generic environments. A main aspect within
our framework is the strict distinction between
a behaviour pattern, that we term model, and
its instances, named characters, which use the
pattern. This allows them sharing one or more
behaviour models. Low-level tasks like sensing
or acting are took over by so called subagents,
which are subordinated modules extendedly
plugged in the character. In a demonstration
we exemplarily show the application of
our framework. We place the same
character in different environments and let it
climb and descend stairs, ramps and hills autonomously.
Additionally the reactiveness for
moving objects is tested. In future, this approach
shall go into action for a simulation of an urban
environment
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Pictorial communication: Pictures and the synthetic universe
Principles for the design of dynamic spatial instruments for communicating quantitative information to viewers are considered through a brief review of the history of pictorial communication. Pictorial communication is seen to have two directions: (1) from the picture to the viewer; and (2) from the viewer to the picture. Optimization of the design of interactive instruments using pictorial formats requires an understanding of the manipulative, perceptual, and cognitive limitations of human viewers
A framework for realistic 3D tele-immersion
Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems
The Douglas-Peucker algorithm for line simplification: Re-evaluation through visualization
The primary aim of this paper is to illustrate the value of visualization in cartography and to indicate that tools for the generation and manipulation of realistic images are of limited value within this application. This paper demonstrates the value of visualization within one problem in cartography, namely the generalisation of lines. It reports on the evaluation of the Douglas-Peucker algorithm for line simplification. Visualization of the simplification process and of the results suggest that the mathematical measures of performance proposed by some other researchers are inappropriate, misleading and questionable
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Shape interpretation with design computing
How information is interpreted has significant impact on how it can be used. This is particularly important in design where information from a wide variety of sources is used in a wide variety of contexts and in a wide variety of ways. This paper is concerned with the information that is created, modified and analysed during design processes, specifically with the information that is represented in shapes. It investigates how design computing seeks to support these processes, and the difficulties that arise when it is necessary to consider alternative interpretations of shape. The aim is to establish the problem of shape interpretation as a general challenge for research in design computing, rather than a difficulty that is to be overcome within specific processes. Shape interpretations are common characteristics of several areas of enquiry in design computing. This paper reviews these, brings an integrated perspective and draws conclusions about how this underlying process can be supported
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