5,061 research outputs found

    Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

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    The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students

    A visual analysis of the usage efficiency of library books

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    The monographic collections in academic libraries have undergone a period of tremendous growth in volume, in subject diversity, and in formats during the recent several decades. Readers may find it difficult to prioritize which book(s) should be borrowed for a specific purpose. The log data of book loan record may serve as a visible indicator for the more sought-after books by the readers. This paper describes our experimental efforts in works in a university library setting. The visual analysis is thought to provide an effective way to extract the book usage information, which may yield new insights into a host of other related technical as well as user behavior issues. Initial experiment has demonstrated that the proposed approach as articulated in this article can actually benefit end-users as well as library collection development personnel in their endeavor of book selections with effective measure.</p

    Simulation modelling and visualisation: toolkits for building artificial worlds

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    Simulations users at all levels make heavy use of compute resources to drive computational simulations for greatly varying applications areas of research using different simulation paradigms. Simulations are implemented in many software forms, ranging from highly standardised and general models that run in proprietary software packages to ad hoc hand-crafted simulations codes for very specific applications. Visualisation of the workings or results of a simulation is another highly valuable capability for simulation developers and practitioners. There are many different software libraries and methods available for creating a visualisation layer for simulations, and it is often a difficult and time-consuming process to assemble a toolkit of these libraries and other resources that best suits a particular simulation model. We present here a break-down of the main simulation paradigms, and discuss differing toolkits and approaches that different researchers have taken to tackle coupled simulation and visualisation in each paradigm

    Sonically-enhanced widgets: comments on Brewster and Clarke, ICAD 1997

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    This paper presents a review of the research surrounding the paper “The Design and Evaluation of a Sonically Enhanced Tool Palette” by Brewster and Clarke from ICAD 1997. A historical perspective is given followed by a discussion of how this work has fed into current developments in the area

    Web-Based Roadway Geometry Design Software for Transportation Education

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    Traditionally, students use pencil and ruler to lay out lines and curves over contour maps for roadway geometry design. Numerous calculations of stopping sight distance, minimum turning radius, and curve alignments are required during the roadway design process in order to ensure safety, to minimize economic and environmental impacts, as well as to reduce construction costs. Iterative computations during the design process are usually performed manually by the students in order to meet any given design criteria and environmental constraints. The traditional design process of roadway geometry design is often cumbersome and time consuming. It limits students from taking a broader perspective on the overall roadway design process. An Internet-based roadway design tool (ROAD: Roadway Online Application for Design) was developed to enhance the learning experience for transportation engineering students. This tool allows students to efficiently design and to easily modify the roadway design with given economic and environmental parameters. A 3D roadway geometry model can be generated by the software at final design to allow students immerse themselves in the driver’s seat and drive through the designed roadway at maximum design speed. This roadway geometry design tool was deployed and tested in a civil engineering undergraduate class in spring 2006 at University of Minnesota, Department of Civil Engineering. Feedback was collected from instructors and students that will lead to additional enhancements of the roadway design software.

    Designing experiments using digital fabrication in structural dynamics

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    In engineering, traditional approaches aimed at teaching concepts of dynamics to engineering students include the study of a dense yet sequential theoretical development of proofs and exercises. Structural dynamics are seldom taught experimentally in laboratories since these facilities should be provided with expensive equipment such as wave generators, data-acquisition systems, and heavily wired deployments with sensors. In this paper, the design of an experimental experience in the classroom based upon digital fabrication and modeling tools related to structural dynamics is presented. In particular, all experimental deployments are conceived with low-cost, open-source equipment. The hardware includes Arduino-based open-source electronics whereas the software is based upon object-oriented open-source codes for the development of physical simulations. The set of experiments and the physical simulations are reproducible and scalable in classroom-based environments.Peer ReviewedPostprint (author's final draft
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