283 research outputs found

    THE REALISM OF ALGORITHMIC HUMAN FIGURES A Study of Selected Examples 1964 to 2001

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    It is more than forty years since the first wireframe images of the Boeing Man revealed a stylized hu-man pilot in a simulated pilot's cabin. Since then, it has almost become standard to include scenes in Hollywood movies which incorporate virtual human actors. A trait particularly recognizable in the games industry world-wide is the eagerness to render athletic muscular young men, and young women with hour-glass body-shapes, to traverse dangerous cyberworlds as invincible heroic figures. Tremendous efforts in algorithmic modeling, animation and rendering are spent to produce a realistic and believable appearance of these algorithmic humans. This thesis develops two main strands of research by the interpreting a selection of examples. Firstly, in the computer graphics context, over the forty years, it documents the development of the creation of the naturalistic appearance of images (usually called photorealism ). In particular, it de-scribes and reviews the impact of key algorithms in the course of the journey of the algorithmic human figures towards realism . Secondly, taking a historical perspective, this work provides an analysis of computer graphics in relation to the concept of realism. A comparison of realistic images of human figures throughout history with their algorithmically-generated counterparts allows us to see that computer graphics has both learned from previous and contemporary art movements such as photorealism but also taken out-of-context elements, symbols and properties from these art movements with a questionable naivety. Therefore, this work also offers a critique of the justification of the use of their typical conceptualization in computer graphics. Although the astounding technical achievements in the field of algorithmically-generated human figures are paralleled by an equally astounding disregard for the history of visual culture, from the beginning 1964 till the breakthrough 2001, in the period of the digital information processing machine, a new approach has emerged to meet the apparently incessant desire of humans to create artificial counterparts of themselves. Conversely, the theories of traditional realism have to be extended to include new problems that those active algorithmic human figures present

    Development, implementation and evaluation of an interactive multimedia instructional model : A teaching and learning programming approach

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    This study sought to explore the outcomes from the use of a dynamic interactive visualisation tool among novice programmers in an introductory computer programming course. The proposed model, Dynamic Interactive Visualisation Tool in Teaching C (DIVTIC), was designed to use multimedia and visual imagery to provide learners with a step-by-step representation of program execution in the C language as a means of enhancing their understanding of programming structures and concepts. DIVTIC was designed to support constructivist learning principles and combined collaborative and visualisation learning strategies with use of the Internet and the World Wide Web to support the learning of programming. The feasibility and effectiveness of DIVTIC was explored among a cohort of 100 undergraduate engineering students, 50 in a control group and another 50 in an experimental group, studying an introductory programming course at Suranaree University of Technology (SUT) in Thailand, The study found that the use of DIVTIC was a successful complement to conventional teaching. The results clearly demonstrated the advantage of using DIVTIC among low achieving students. The students from this level in the experimental group significantly outscored their counterparts in the control group in the final test suggesting that DIVTIC was an important element in their learning process. Interestingly, these low achieving students used DIVTIC most and achieved highest grades. However, lower achieving students appeared to learn from simply viewing the animations rather than being highly interactive and stopping and starting them consistently. The study found that the visualisation process implemented in DIVTIC could be of considerable assistance to a particular group of students, those with a low GPA, in developing their understanding of difficult programming concepts

    How to effectively use interactivity with interactive data visualization on groups with different literacy levels

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    Project Work presented as the partial requirement for obtaining a Master's degree in Information Management, specialization in Knowledge Management and Business IntelligenceOpen data can be used as an empowering tool to society; however, it is not usually accessible to the general audience. This difficulty tends to increase as users lack data literacy. Interactive data visualization is a solution to provide clearer information, enhancing understanding and engagement. This study aims to develop interactive visualizations with open data to understand how to effectively communicate a message. The prototype was created with Microsoft Power BI and the database was developed by The World Bank. This work contributed with a methodology to evaluate literacy and to evaluate the prototype with quantitative and qualitative metrics. ANOVA single factor tests pointed statistically significant differences between groups regarding accuracy, complexity, and comprehension. This suggests that data literacy should be considered when creating visualizations, and projects as DATALIT are essential to enhance users’ literacy. Both groups agreed that the best visualizations were the bar, line and pie charts, and the choropleth map was well accepted. The least preferred visualization and the most complex was the bubble chart. Non-Experient users found the elements a little more complex. Both groups worked well with filters and slicers, and tooltips had a good acceptance. Groups considered animation the worst component. When the interaction was not described in the text, the Non-Experient group had more difficult in discovering it. Participants showed average good results in all measures, thus Microsoft Power BI is a useful tool to create effective interactive visualizations for different groups. The results from this work will allow organizations to understand how to adapt their visualizations to different audiences and the importance of data literacy skills

    We’ll have a gay ol’ time : transgressive sexuality and sexual taboo in adult television animation

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    Includes bibliographical references.This thesis develops an understanding of animation as transgression based on the work of Christopher Jenks. The research focuses on adult animation, specifically North American primetime television series, as manifestations of a social need to violate and thereby interrogate aspects of contemporary hetero-normative conformity in terms of identity and representation. A thematic analysis of four animated television series, namely Family Guy, Queer Duck, Drawn Together, and Rick & Steve, focuses on the texts themselves and various metatexts that surround these series. The analysis focuses specifically on expressions and manifestations of gay sexuality and sexual taboos and how these are articulated within the animated diegesis. The findings reveal the mutuality between the plasticity of animation, which lends itself to shaping physical representations of reality, and the complex social processes of non-violent cathartic ideological expressions that redefine sociopolitical boundaries. The argument contextualizes the changing face of sexuality and the limits of sexual taboo in terms of current contestations and acceptability and the relationship to animation. Contemporary animation both represents this social performance of transgression and is itself a transgressive product disrupting accepted conventions

    Designing graphical interface programming languages for the end user

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    This thesis sets out to answer three simple questions: What tools are available for novice programmers to program GUIs? Are those tools fulfilling their role? Can anything be done to make better tools? Despite being simple questions, the answers are not so easily constructed. In answering the first question, it was necessary to examine the range of tools available and decide upon criteria which could be used to identify tools aimed specifically at the novice programmer (there being no currently agreed criteria for their identification). Having identified these tools, it was then necessary to construct a framework within which they could be sensibly compared. The answering of the second question required an investigation of what were the successful features of current tools and which features were less successful. Success or failure of given features was determined by research in both programming language design and studies of programmer satisfaction. Having discovered what should be retained and discarded from current systems, the answering of the third question required the construction of new systems through blending elements from visual languages, program editors and fourth generation languages. These final prototypes illustrate a new way of thinking about and constructing the next generation of GUI programming languages for the novice

    public class Graphic_Design implements Code { // Yes, but how? }: An investigation towards bespoke Creative Coding programming courses in graphic design education

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    Situated in the intersection of graphic design, computer science, and pedagogy, this dissertation investigates how programming is taught within graphic design education. The research adds to the understanding of the process, practice, and challenges associated with introducing an audience of visually inclined practitioners—who are often guided by instinct—to the formal and unforgiving world of syntax, algorithms, and logic. Motivating the research is a personal desire to contribute towards the development of bespoke contextualized syllabi specifically designed to accommodate how graphic designers learn, understand, and use programming as an integral skill in their vocational practice.The initial literature review identifies a gap needing to be filled to increase both practical and theoretical knowledge within the interdisciplinary field of computational graphic design. This gap concerns a lack of solid, empirically based epistemological frameworks for teaching programming to non-programmers in a visual context, partly caused by a dichotomy in traditional pedagogical practices associated with teaching programming and graphic design, respectively. Based on this gap, the overarching research question posed in this dissertation is: “How should programming ideally be taught to graphic designers to account for how they learn and how they intend to integrate programming into their vocational practice?”A mixed methods approach using both quantitative and qualitative analyses is taken to answer the research questions. The three papers comprising the dissertation are all built on individual hypotheses that are subsequently used to define three specific research questions.Paper 1 performs a quantitative mapping of contemporary, introductory programming courses taught in design schools to establish a broader understanding of their structure and content. The paper concludes that most courses are planned to favor programming concepts rather than graphic design concepts. The paper’s finding can serve as a point of departure for a critical discussion among researchers and educators regarding the integration of programming in graphic design education.Paper 2 quantitatively assesses how the learning style profile of graphic design students compares with that of students in technical disciplines. The paper identifies a number of significant differences that call for a variety of pedagogic and didactic strategies to be employed by educators to effectively teach programming to graphic designers. Based on the results, specific recommendations are given.Paper 3 proposes a hands-on, experiential pedagogic method specifically designed to introduce graphic design students to programming. The method relies on pre-existing commercial graphic design specimens to contextualize programming into a domain familiar to graphic designers. The method was tested on the target audience and observations on its use are reported. Qualitative evaluation of student feedback suggests the method is effective and well-received. Additionally, twenty-four heuristics that elaborate and extend the paper’s findings by interweaving other relevant and influential sources encountered during the research project are provided. Together, the literature review, the three papers, and the heuristics provide comprehensive and valuable theoretical and practical insights to both researchers and educators, regarding key aspects related to introducing programming as a creative practice in graphic design education

    Applications of internet technology for requirements elicitation

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    During the Requirements Elicitation part of a project various stakeholders need to be able to communicate their requirements to the developers, and the developers need to be able communicate their understanding back to the stakeholders. Communication between the various members of the project is the key factor during the Requirements Elicitation part of a project. Easing communications between stakeholders and developers makes the process of eliciting requirement easier, leading to better requirements specification and eventually a better product. The Requirements Elicitation Process through Internet (REPI) web site has been designed and implemented to explore this idea. The prototype version of REPI guides project members through the elicitation phase using the Software Engineering Institute\u27s framework for Requirements Elicitation. The REPI web site forces stakeholders to explicitly describe the requirements and encourage early discussion between stakeholders and developers. This decreases the likelihood of misunderstood requirements, leading to better requirements specification

    2023-2024 Catalog

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    The 2023-2024 Governors State University Undergraduate and Graduate Catalog is a comprehensive listing of current information regarding:Degree RequirementsCourse OfferingsUndergraduate and Graduate Rules and Regulation

    2022-2023 Catalog

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    The 2022-2023 Governors State University Undergraduate and Graduate Catalog is a comprehensive listing of current information regarding:Degree RequirementsCourse OfferingsUndergraduate and Graduate Rules and Regulation
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