202 research outputs found

    3D Virtual Tour For TAIPING Zoo

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    This project is building the system that would give users to feel virtual world. The main objective of the project is about entertainment, information and educational purposes. At the current situation, the website does not provide the link which directs to view the virtual environment, tour around and entertaining with 3D animals and objects. This project provides user to have more opportunities that they cannot get in the real world like getting closer and discover wild life animals. To provide virtual tour does not require travel but having an experience of moving through the selected areas. The project will really be helpful to users will get information and can think of what is the zoo like before they go to the zoo. A virtual tour is virtual reality simulation of an actually existing location, usually comprising 2D images, a sequence of hyperlinked 3D objects of the real location, as well as other multimedia elements such as sound effects, music, narration and text. To build virtual tour for the whole TAIPING zoo providing the images and information of all animals is quite big task to get done alone. Therefore, it focuses on 5 cages and information about the animals inside each cage, and zoo environment. It will provide the map for user to choose animal that they desire to see. The expectation of this project is that user would feel satisfied with tour around virtual environment and 3D objects, and get information of the animal. With this project, zoo TAIPING would be more interactive and can attract more visitors' attention

    Development of the CMACN Online, Asynchronous Course: An Exploration of Professional Practices for Dispersing Digital Information

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    The collaborative development of the CMACN (Concrete Masonry Association of California and Nevada) online course, taught as ARCE-305 at California Polytechnic State University (Cal Poly), fulfills the Architectural Engineering department’s vision to “Empower people through the balance of theory and practice to thrive professionally.” The collaboration used a team format consisting of faculty, undergraduate, and graduate students. The development team approached the creation of this course analogous to how a small firm would approach a project. The review and compilation of theory necessary to teach the course reinforced concepts critical to masonry design and construction. The development team’s goal during Fall 2020 was to create video lectures that meet Web Content Accessibility Guidelines (WCAG), such that the course could be taught asynchronously

    Mayavi: 3D visualization of scientific data

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    International audienceMayavi is an open-source, general-purpose, 3D scientific visualization package. It seeks to provide easy and interactive tools for data visualization that fit with the scientific user's workflow. For this purpose, Mayavi provides several entry points: a full-blown interactive application; a Python library with both a MATLAB-like interface focused on easy scripting and a feature-rich object hierarchy; widgets associated with these objects for assembling in a domain-specific application, and plugins that work with a general purpose application-building framework. In this article, we present an overview of the various features of Mayavi, we then provide insight on the design and engineering decisions made in implementing Mayavi, and finally discuss a few novel applications

    Physical Interaction Concepts for Knowledge Work Practices

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    The majority of workplaces in developed countries concern knowledge work. Accordingly, the IT industry and research made great efforts for many years to support knowledge workers -- and indeed, computer-based information workplaces have come of age. Nevertheless, knowledge work in the physical world has still quite a number of unique advantages, and the integration of physical and digital knowledge work leaves a lot to be desired. The present thesis aims at reducing these deficiencies; thereby, it leverages late technology trends, in particular interactive tabletops and resizable hand-held displays. We start from the observation that knowledge workers develop highly efficient practices, skills, and dexterity of working with physical objects in the real world, whether content-unrelated (coffee mugs, stationery etc.) or content-related (books, notepads etc.). Among the latter, paper-based objects -- the notorious analog information bearers -- represent by far the most relevant (super-) category. We discern two kinds of practices: collective practices concern the arrangement of objects with respect to other objects and the desk, while specific practices operate on individual objects and usually alter them. The former are mainly employed for an effective management of the physical desktop workspace -- e.g., everyday objects are frequently moved on tables to optimize the desk as a workplace -- or an effective organization of paper-based documents on the desktop -- e.g., stacking, fanning out, sorting etc. The latter concern the specific manipulation of physical objects related to the task at hand, i.e. knowledge work. Widespread assimilated practices concern not only writing on, annotating, or spatially arranging paper documents but also sophisticated manipulations -- such as flipping, folding, bending, etc. Compared to the wealth of such well-established practices in the real world, those for digital knowledge work are bound by the indirection imposed by mouse and keyboard input, where the mouse provided such a great advancement that researchers were seduced to calling its use "direct manipulation". In this light, the goal of this thesis can be rephrased as exploring novel interaction concepts for knowledge workers that i) exploit the flexible and direct manipulation potential of physical objects (as present in the real world) for more intuitive and expressive interaction with digital content, and ii) improve the integration of the physical and digital knowledge workplace. Thereby, two directions of research are pursued. Firstly, the thesis investigates the collective practices executed on the desks of knowledge workers, thereby discerning content-related (more precisely, paper-based documents) and content-unrelated object -- this part is coined as table-centric approaches and leverages the technology of interactive tabletops. Secondly, the thesis looks at specific practices executed on paper, obviously concentrating on knowledge related tasks due to the specific role of paper -- this part is coined as paper-centric approaches and leverages the affordances of paper-like displays, more precisely of resizable i.e. rollable and foldable displays. The table-centric approach leads to the challenge of blending interactive tabletop technology with the established use of physical desktop workspaces. We first conduct an exploratory user study to investigate behavioral and usage patterns of interaction with both physical and digital documents on tabletop surfaces while performing tasks such as grouping and browsing. Based on results of the study, we contribute two sets of interaction and visualization concepts -- coined as PaperTop and ObjecTop -- that concern specific paper based practices and collective practices, respectively. Their efficiency and effectiveness are evaluated in a series of user studies. As mentioned, the paper-centric perspective leverages late ultra-thin resizable display technology. We contribute two sets of novel interaction concepts again -- coined as FoldMe and Xpaaand -- that respond to the design space of dual-sided foldable and of rollout displays, respectively. In their design, we leverage the physical act of resizing not "just" for adjusting the screen real estate but also for interactively performing operations. Initial user studies show a great potential for interaction with digital contents, i.e. for knowledge work

    Form perception: An Interactive guide to the Gestalt principles

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    The term Gestalt literally means form in German. In the early 20th century, the Gestalt Principles of Perception were developed by German psychologists from the Berlin School. These principles describe the different ways the human mind organizes visual elements into groups or unified wholes. The definition of Gestalt in relation to these principles is unified whole. This thesis is an endeavor to examine the five major principles of Gestalt perception through the use of short animations and illustrated examples, presented in a website. It will also allow the user to test the knowledge provided through a short multiple-choice quiz and an experimental workshop section. The website will essentially be an educational tool for students and teachers alike, helping establish a strong visual and aesthetic awareness and improvement in design choices
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