1,719 research outputs found

    The Faculty Notebook, December 2004

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    The Faculty Notebook is published periodically by the Office of the Provost at Gettysburg College to bring to the attention of the campus community accomplishments and activities of academic interest. Faculty are encouraged to submit materials for consideration for publication to the Associate Provost for Faculty Development. Copies of this publication are available at the Office of the Provost

    Disciplined: Using educational studies to analyse 'Humanities Computing'

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    Humanities Computing is an emergent field. The activities described as 'Humanities Computing' continue to expand in number and sophistication, yet no concrete definition of the field exists, and there are few academic departments that specialize in this area. Most introspection regarding the role, meaning, and focus of "Humanities Computing" has come from a practical and pragmatic perspective from scholars and educators within the field itself. This article provides an alternative, externalized, viewpoint of the focus of Humanities Computing, by analysing the discipline through its community, research, curriculum, teaching programmes, and the message they deliver, either consciously or unconsciously, about the scope of the discipline. It engages with Educational Theory to provide a means to analyse, measure, and define the field, and focuses specifically on the ACH/ALLC 2005 Conference to identify and analyse those who are involved with the humanities computing community. © 2006 Oxford University Press

    Reflectance Transformation Imaging (RTI) System for Ancient Documentary Artefacts

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    This tutorial summarises our uses of reflectance transformation imaging in archaeological contexts. It introduces the UK AHRC funded project reflectance Transformation Imaging for Anciant Documentary Artefacts and demonstrates imaging methodologies

    The Inter-Society for the Electronic Arts revived?

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    This is an edited version of an introduction written for the panel session with the same name of June 13, 2013. The editing took place after the session was held. Both the introduction and the panel session are seen as the beginning of a discussion that should help to give direction to the future of ISEA. This article was edited by ISEA International board member Bonnie Mitchell, and received input from the panellists as well as from Wolfgang Schneider, Roger Malina and Peter Beyls. The panellists were Bonnie Mitchell, Anne Nigten (former ISEA board member), Vicki Sowry (ISEA2013 organiser), Ernest Edmonds (presenter at the first ISEA symposia) and Peter Anders (ISEA International board member). I would like to thank them all for their constructive thinking. The panel proposal is followed first by a mini manifesto (why cooperation?) and then an historic overview of ISEA, which is celebrating its 25th birthday this year. Before presenting the viewpoints of the panel members, I will try to give some of those viewpoints an historic context, and add to that some insights from personal experience. Finally, I will try to draw some conclusions. In that way I hope to lay the foundation for a more or less structured discussion that will continue after the panel and ISEA2013 are over

    A study of user perceptions of the relationship between bump-mapped and non-bump-mapped materials, and lighting intensity in a real-time virtual environment

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    The video and computer games industry has taken full advantage of the human sense of vision by producing games that utilize complex high-resolution textures and materials, and lighting technique. This results to the creation of an almost life-like real-time 3D virtual environment that can immerse the end-users. One of the visual techniques used is real-time display of bump-mapped materials. However, this sense of visual phenomenon has yet to be fully utilized for 3D design visualization in the architecture and construction domain. Virtual environments developed in the architecture and construction domain are often basic and use low-resolution images, which under represent the real physical environment. Such virtual environment is seen as being non-realistic to the user resulting in a misconception of the actual potential of it as a tool for 3D design visualization. A study was conducted to evaluate whether subjects can see the difference between bump-mapped and nonbump-mapped materials in different lighting conditions. The study utilized a real-time 3D virtual environment that was created using a custom-developed software application tool called BuildITC4. BuildITC4 was developed based upon the C4Engine which is classified as a next-generation 3D Game Engine. A total of thirty-five subjects were exposed to the virtual environment and were asked to compare the various types of material in different lighting conditions. The number of lights activated, the lighting intensity, and the materials used in the virtual environment were all interactive and changeable in real-time. The goal is to study how subjects perceived bump-mapped and non-bump mapped materials, and how different lighting conditions affect realistic representation. Results from this study indicate that subjects could tell the difference between the bump-mapped and non-bump mapped materials, and how different material reacts to different lighting condition

    “Play belongs to Everybody”: An interview with the Ludica Collective

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