4,182 research outputs found
3D Character Modeling in Virtual Reality
The paper presents a virtual reality modeling system based on interactive web technologies. The system's goal is to provide a user-friendly virtual environment for the development of 3D characters with an articulated structure. The interface allows the modeling of both the character's joint structure (the hierarchy) and its segment geometry (the skin). The novelty of the system consists of (1) the combination of web technologies used (VRML, Java and EAI) which provides the possibility of online modeling, (2) rules and constraints based operations and thus interface elements, (3) vertices and sets of vertices used as graphics primitives and (4) the possibility to handle and extend hierarchies based on the H-anim structure elements
The Algebraic View of Computation
We argue that computation is an abstract algebraic concept, and a computer is
a result of a morphism (a structure preserving map) from a finite universal
semigroup.Comment: 13 pages, final version will be published elsewher
âTranslating Narrative into Codeâ â Thoughts on a Technology-Centric Model of Digital Games as Programmable Media
The current surge of game studies literature demands a scrutinizing look at the solidifying positions within the German and international discourse and the opportunities of finding a common vocabulary and adequate set of analytical tools.
In order to arrive at an integrative model of analysis, the intricate interplay of narrative and game mechanics (narratology vs. ludology) is considered from a comparative perspective and thus demystified. Consequently, a new model based on programming theory (object-oriented narrative) is proposed which takes into account elements of psychology, narratological concepts derived from film- and literature studies and cultural studies approaches leading to a âclose readingâ of games.
The article is based on the assumption that computer- and videogames recode the act of âreadingâ games as texts into a mode of âtext-processingâ and thereby fundamentally modify the parameters of our cultural appropriation and media literacy.
The model proposed herein shall then be tentatively applied to the complex re-staging and re-examination of âthe realâ in a wide range games from Wonderland to Enter the Matrix
Hypermedia = hypercommunication
New hardware and software technology gave application designers the freedom to use new realism in human computer interaction. High-quality images, motion video, stereo sound and music, speech, touch, gesture provide richer data channels between the person and the machine. Ultimately, this will lead to richer communication between people with the computer as an intermediary. The whole point of hyper-books, hyper-newspapers, virtual worlds, is to transfer the concept and relationships, the 'data structure', from the mind of creator to that of user. Some of the characteristics of this rich information channel are discussed, and some examples are presented
Mathematical interactive content: what, why and how
The real challenge of e-Learning is to produce content that
brings a general improvement in the way students learn and teachers
teach. For that, âintelligentâ interactivity is the single most important
feature that such content should have. But the design and production
of content with this kind of interactivity has turned out to be harder
than expected, the main reason being that it requires the convergence
of many kinds of experts in parallel to the convergence of the several
technologies involved. In the case of mathematics, the least amount of
expertise asks for the presence of professional mathematicians,
software engineers, publishers, and perhaps learning theorists, that
can productively talk to each other. In this paper we want to examine
afresh, with a view to the future, what is (or can be) meant by
interactivity; the reasons why interactivity should play a role in
optimizing general mathematical learning and in making possible, and
viable, that mathematics teachers at large embrace a role that is
congruent with their present day mission. Finally we propose a check
list for desirable features that advanced mathematical learning
systems should have, state some guiding principles for their design,
and describe what is involved in their production
USDLA: An Instructional Media Selection Guide For Distance Learning
Purpose and Use of the Media Selection Guide
Increasingly, educators and trainers are challenged within their respective organizations to provide for the efficient distribution of instructional con-tent using instructional media. The appropriate selection of instructional media to support distance learning is not intuitive and does not occur as a matter of personal preference. On the contrary, instructional media selec-tion is a systematic sequence of qualitative processes based on sound in-structional design principles. Although media selection is often mentioned when studying the discipline of instructional technology or Instructional Systems Design (ISD), it is sometimes overlooked when applying the se-lection process in a distance-learning environment. It is our intent, there-fore, for this guide to highlight the essentials of good media selection. We hope to present an instructionally sound and systematic approach to se-lecting the most appropriate media for the delivery of content at a dis-tance
Digital Radio Strategies in the United States: A Tale of Two Systems
This essay analyzes how, despite early interest in the Digital Audio Broadcasting standard (DAB) in the United States, an alternative in-band system (HD Radio) was developed as the approved digital radio standard
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