179 research outputs found

    Synthetic movies

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1989.Includes bibliographical references (leaves 67-70).by John A. Watlington.M.S

    Visual interaction techniques for courseware production and presentation.

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    by Lam Shing Yung, Anton.Thesis (M.Phil.)--Chinese University of Hong Kong, 1991.Includes bibliographical references.Chapter I. --- Introduction --- p.1Chapter 1.1. --- Motivations for Presentation System --- p.2Chapter 1.2. --- Shortcomings of Traditional Method --- p.2Chapter 1.3. --- Computerized Courseware Production and Presentation System --- p.5Chapter 1.4. --- Hardware Advances --- p.7Chapter 1.5. --- "Windowed, Graphical Applications" --- p.9Chapter 1.6. --- Interaction Techniques --- p.10Chapter 1.7. --- Research Objectives --- p.12Chapter II. --- Existing Products and Related Research --- p.13Chapter 2.1. --- Existing Products --- p.13Chapter 2.1.1. --- PRESENT Slide Presentation System --- p.14Chapter 2.1.2. --- Harvard Graphics --- p.15Chapter 2.1.3. --- HyperCard --- p.15Chapter 2.1.4. --- Macromind Director --- p.16Chapter 2.1.5. --- Authorware Professional --- p.17Chapter 2.1.6. --- "PageMaker, Ventura and MacDraw" --- p.19Chapter 2.1.7. --- Summary --- p.20Chapter 2.2. --- Related Research --- p.20Chapter 2.2.1. --- Authoring Systems --- p.20Chapter 2.2.2. --- User Interface Management System (UIMS) --- p.23Chapter 2.2.3. --- Visual Programming --- p.24Chapter III. --- User's Model --- p.27Chapter 3.1. --- A Simple User's Model --- p.27Chapter 3.1.1. --- Object-0riented Presentation Material --- p.27Chapter 3.1.2. --- Frame -Based Presentation --- p.29Chapter 3.1.3. --- Presentation Styles --- p.29Chapter 3.2. --- Novice Users vs Experienced Users --- p.30Chapter IV. --- Design of the Courseware Production and Presentation System --- p.31Chapter 4.1. --- Overview --- p.31Chapter 4.2. --- Object Oriented Design --- p.31Chapter 4.3. --- Object Oriented Graphics --- p.31Chapter 4.3.1. --- Modification of Object --- p.32Chapter 4.3.2. --- Clipboard --- p.34Chapter 4.3.3. --- Stacking of Objects --- p.35Chapter 4.3.4. --- Group Together and Break Apart --- p.36Chapter 4.3.5. --- Hierarchy of Grouping --- p.38Chapter 4.3.6. --- Storage Requirements --- p.39Chapter 4.4. --- Operations --- p.39Chapter 4.4.1. --- Manipulative Operations --- p.39Chapter 4.4.2. --- Frame Control Operations --- p.39Chapter 4.4.3. --- Timer Operation --- p.40Chapter 4.5. --- Active-Object-Set Model --- p.40Chapter 4.5.1. --- Importance of Objects --- p.41Chapter 4.5.2. --- Active Object --- p.42Chapter 4.5.3. --- Active Set --- p.43Chapter 4.5.4. --- The Timer Event --- p.43Chapter 4.6. --- Properties of Visual Objects --- p.45Chapter 4.6.1. --- Physical Attributes --- p.45Chapter 4.6.1. --- Event-Handling Operations --- p.45Chapter 4.6.2. --- Private Status --- p.46Chapter 4.7. --- Object Class --- p.47Chapter 4.8. --- User-Defined Object Classes --- p.47Chapter 4.9. --- User-Defined Operations --- p.47Chapter V. --- Interaction Techniques for Defining New Object Classes and Operations --- p.49Chapter 5.1. --- Interaction Techniques --- p.49Chapter 5.2. --- Object Creation --- p.49Chapter 5.3. --- Operations --- p.51Chapter 5.3.1. --- Direct Manipulation --- p.51Chapter 5.3.2. --- Menu Selection --- p.51Chapter 5.3.3. --- Parameter Selection --- p.51Chapter 5.4. --- New Object Class Definition --- p.52Chapter 5.4.1. --- Definition through Drawing --- p.53Chapter 5.4.2. --- Creating New Object Instances of the New Object Classes --- p.54Chapter 5.5. --- New Operations Definition --- p.55Chapter 5.5.1. --- Specification of Parameter Type --- p.55Chapter 5.5.2. --- Selection and Sequencing of Primitive Operations …… --- p.57Chapter 5.5.3. --- Using the New Operations --- p.60Chapter 5.6. --- Binding of Operations to an Object --- p.61Chapter 5.7. --- Default Operations for User-Defined Classes --- p.63Chapter VI. --- Implementation Issues --- p.64Chapter 6.1. --- Operating Environment --- p.64Chapter 6.1.1. --- The User Interface --- p.64Chapter 6.1.2. --- The Operating System --- p.66Chapter 6.1.3. --- The Hardware Requirement --- p.66Chapter 6.1.4. --- The Final Choice --- p.67Chapter 6.2. --- Representation of Objects --- p.68Chapter 6.2.1. --- Basic Objects --- p.68Chapter 6.2.2. --- Group and User-Defined Objects --- p.69Chapter 6.2.3. --- Set of Active Objects --- p.70Chapter 6.3. --- Object-Oriented Graphics Management Subsystem --- p.71Chapter 6.4. --- Multiple Editing Window --- p.73Chapter 6.5. --- Clipboard --- p.73Chapter 6.6. --- Graphical Menu --- p.73Chapter 6.7. --- Font Management --- p.74Chapter 6.8. --- Mapping of the Active-Object-Set Model to the Implementation --- p.75Chapter 6.9. --- Representation of Operations --- p.76Chapter VII. --- Future Work and Conclusions --- p.79Chapter 7.1. --- Limitations --- p.79Chapter 7.1.1. --- Direct Manipulations --- p.79Chapter 7.1.2. --- Multiple Presentation Windows --- p.79Chapter 7.1.3. --- Editing of User-Defined Operations --- p.80Chapter 7.2. --- Future Work --- p.80Chapter 7.2.1. --- Maintaining Relationship Through Constraint Satisfaction --- p.80Chapter 7.2.2. --- Functions for System Status/Values Query --- p.82Chapter 7.2.3. --- "Private Status Flag, Pre-Conditions and Conditional Execution" --- p.82Chapter 7.2.4. --- Object Oriented Programming --- p.85Chapter 7.3. --- Other Related Application Areas --- p.86Chapter 7.3.1. --- Visual-Object Oriented Systems --- p.86Chapter 7.3.2. --- User Interface Management Systems --- p.89Chapter 7.4. --- Conclusions --- p.89References --- p.9

    Fifteenth NASTRAN (R) Users' Colloquium

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    Numerous applications of the NASA Structural Analysis (NASTRAN) computer program, a general purpose finite element code, are discussed. Additional features that can be added to NASTRAN, interactive plotting of NASTRAN data on microcomputers, mass modeling for bars, the design of wind tunnel models, the analysis of ship structures subjected to underwater explosions, and buckling analysis of radio antennas are among the topics discussed

    Performance visualization for parallel programs: task-based, object-oriented approach

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    Developing and analyzing the performance of concurrent programs on distributed memory concurrent systems is normally a challenging task. Recently, performance visualization gains its importance as a critical tool for programmers. Programmers can have an insight into the development of parallel programs through a performance visualization. Most of the visualization tool to date have been developed for ad-hoc environments in hardware and software, and therefore its lifetime is limited. Since, however, new architectures keep emerging and application domains for distributed memory concurrent computer systems keep growing, the visualization tool should be flexible enough to accommodate unknown future demands of users (eg. new performance perspectives, application-specific views and disparate trace record formats);The Concurrent Object-Oriented ParaGraph (COOPG) is a prototype, general-purpose performance visualization package developed using an object-oriented approach. An object-oriented approach, both in design and implementation, provides a mechanism to build a simple, flexible, effective, and extensible performance visualization tool. The salient features of the COOPG include its flexible adaptability to disparate trace record formats and the incremental extensibility for incorporating user\u27s special-purpose views

    Mapping the process of product innovation: Contextualising the 'black box' of computer and video games design

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    The academic literature hitherto has mainly addressed the 'effects' of video games and not their creation. The thesis seeks to gain an understanding of the motivations behind the design choices in creating home computer and video games software in light of this 'gap'. The research sought to understand the process of constructing games by examining: (i) the individual designer's aims and how these were mediated by the contexts of. - (ii) the development team and organisation; (iii) the needs of the audience and their presence in the innovation process and (iv) the impact of the hardware manufacturer's quality assessment upon the game's design. These aims were met by outlining the industry structure operating in the video games' market from the period between the early 1980s to mid-1990s. This was performed with reference to the rise of Sega and Nintendo's hardware and software strategy, covering their diffusion from Japan to the US and UK. This highlighted the context surrounding the creation of three computer games from initial concept to actual commodity that served as the subject of case study analysis. The discussion seeks to explore the implications of the choices made in designing the games and widens the debate to the creation of other games. It is argued that the design of games mirrors aspects similar to the creation of other entertainment media but possess certain problems associated with aesthetic conventions, labour, industry and technical issues unique to this medium. Consequently the thesis outlines certain dimensions that impinge'upon the process of product innovation in entertainment software. From a theoretical perspective the application of a social constructivist approach to the emergence of a leisure technology is a novel one and demonstrates the contingent nature of game design

    Factors shaping the evolution of electronic documentation systems

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    The main goal is to prepare the space station technical and managerial structure for likely changes in the creation, capture, transfer, and utilization of knowledge. By anticipating advances, the design of Space Station Project (SSP) information systems can be tailored to facilitate a progression of increasingly sophisticated strategies as the space station evolves. Future generations of advanced information systems will use increases in power to deliver environmentally meaningful, contextually targeted, interconnected data (knowledge). The concept of a Knowledge Base Management System is emerging when the problem is focused on how information systems can perform such a conversion of raw data. Such a system would include traditional management functions for large space databases. Added artificial intelligence features might encompass co-existing knowledge representation schemes; effective control structures for deductive, plausible, and inductive reasoning; means for knowledge acquisition, refinement, and validation; explanation facilities; and dynamic human intervention. The major areas covered include: alternative knowledge representation approaches; advanced user interface capabilities; computer-supported cooperative work; the evolution of information system hardware; standardization, compatibility, and connectivity; and organizational impacts of information intensive environments

    Intelligent Simulation Modeling of a Flexible Manufacturing System with Automated Guided Vehicles

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    Although simulation is a very flexible and cost effective problem solving technique, it has been traditionally limited to building models which are merely descriptive of the system under study. Relatively new approaches combine improvement heuristics and artificial intelligence with simulation to provide prescriptive power in simulation modeling. This study demonstrates the synergy obtained by bringing together the "learning automata theory" and simulation analysis. Intelligent objects are embedded in the simulation model of a Flexible Manufacturing System (FMS), in which Automated Guided Vehicles (AGVs) serve as the material handling system between four unique workcenters. The objective of the study is to find satisfactory AGV routing patterns along available paths to minimize the mean time spent by different kinds of parts in the system. System parameters such as different part routing and processing time requirements, arrivals distribution, number of palettes, available paths between workcenters, number and speed of AGVs can be defined by the user. The network of learning automata acts as the decision maker driving the simulation, and the FMS model acts as the training environment for the automata network; providing realistic, yet cost-effective and risk-free feedback. Object oriented design and implementation of the simulation model with a process oriented world view, graphical animation and visually interactive simulation (using GUI objects such as windows, menus, dialog boxes; mouse sensitive dynamic automaton trace charts and dynamic graphical statistical monitoring) are other issues dealt with in the study

    Cognition Matters: Enduring Questions in Cognitive IS Research

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    We explore the history of cognitive research in information systems (IS) across three major research streams in which cognitive processes are of paramount importance: developing software, decision support, and human-computer interaction. Through our historical analysis, we identify “enduring questions” in each area. The enduring questions motivated long-standing areas of inquiry within a particular research stream. These questions, while perhaps unapparent to the authors cited, become evident when one adopts an historical perspective. While research in all three areas was influenced by changes in technologies, research techniques, and the contexts of use, these enduring questions remain fundamental to our understanding of how to develop, reason with, and interact with IS. In synthesizing common themes across the three streams, we draw out four cognitive qualities of information technology: interactivity, fit, cooperativity, and affordances. Together these cognitive qualities reflect IT’s ability to influence cognitive processes and ultimately task performance. Extrapolating from our historical analysis and looking at the operation of these cognitive qualities in concert, we envisage a bright future for cognitive research in IS: a future in which the study of cognition in IS extends beyond the individual to consider cognition distributed across teams, communities and systems, and a future involving the study of rich and dynamic social and organizational contexts in which the interplay between cognition, emotion, and attitudes provides a deeper explanation of behavior with IS

    Web-based Hypermedia Courseware in Higher Education: A Proposed Framework

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    This thesis is concerned with hypermedia and learning, and in particular with the design and development factors that need to be considered for the creation of hypermediabased courseware in higher education that uses the Web as a delivery platform. One of the most commonly cited problems with educational hypermedia is related to the design and structure of the educational material. It appears that Web-based instructional authors have not had access to an instructional model, which has been empirically tested. However, there is a large body of knowledge in the field of instructional design from which one can draw suitable conclusions for the design process of Web-based educational hypermedia. The current research recommends that a precondition for effective Web-based courseware design in higher education is careful consideration of the traditional body of knowledge in the field of instructional design which should act as a foundation for future developments in the design process. In addition, the end-users' input should be sought as it can confirm the above and enhance further our understanding toward the implementation of this new medium in higher education. Based on this recommendation, a framework is proposed in terms of its design, user input and evaluation for the development of Web-based courseware in higher education aimed at supporting the delivery of physical modules. The thesis describes how the different stages of the proposed framework were implemented through the develop moot of two Web-based courseware applications aimed at supporting the delivery of two higher education modules taught in De Montfort University, U.K. In order to test the validity of the proposed approach, that a Web-based courseware developed according to the experimental framework could effectively support the delivery of physical modules compared with conventional teaching methods, two empirical studies have been conducted. They were concerned with the summative evaluation of the two Web-based courseware applications, which were developed according to the proposed framework. The results from the evaluation of the two empirical studies indicated significant improvements in users' performance and satisfaction compared with conventional teaching methods. Thus, the proposed framework can indeed offer a solution for the development of Web-based courseware that aims to support the delivery of physical modules in higher education. Moreover, the experimental framework can also provide a detailed starting point and can be adapted for the design and development of Web-based courseware aimed at addressing distance learning or other forms of Web instruction.Greek State Scholarship Foundation (IKY

    実世界入出力を伴うプログラムの画像表現を用いた開発支援手法

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    学位の種別:課程博士University of Tokyo(東京大学
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