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EM-Cube: An Architecture for Low-Cost Real-Time Volume Rendering
EM-Cube is a VLSI architecture for low-cost, high quality volume rendering at full video frame rates. Derived from the Cube-4 architecture developed at SUNY at Stony Brook, EM-Cube computes sample points and gradients on-the-fly to project 3-dimensional volume data onto 2-dimensional images with realistic lighting and shading. A modest rendering system based on EM-Cube consists of a PCI card with four rendering chips (ASICs), four 64Mbit SDRAMs to hold the volume data, and four SRAMs to capture the rendered image. The performance target for this configuration is to render images from a 256^3 x 16 bit data set at 30 frames/sec. The EM-Cube architecture can be scaled to larger volume data-sets and/or higher frame rates by adding additional ASICs, SDRAMs, and SRAMs.
This paper addresses three major challenges encountered developing EM-Cube into a practical product: exploiting the bandwidth inherent in the SDRAMs containing the volume data, keeping the pin-count between adjacent ASICs at a tractable level, and reducing the on-chip storage required to hold the intermediate results of rendering.Engineering and Applied Science
Investigación-acción a través del video participativo. Una experiencia de aprendizaje en san Lorenzo, Castellón, España
The aim of this paper is to analyse a Participatory
Action Research (PAR) process undertook as part
of a summer school in 2014, in the neighbourhood
of San Lorenzo, Castellón–Spain. The methodology
of Participatory Video (PV) was used to introduce
action learning amongst attending international
students; to visualize the work of local practitioners
and to enhance the voice of the local community. To
carry out the analysis of this experience, an original
framework is developed (the ePARC cube). The cube
features three axes that represent the dimensions
the PV process touches upon: 1. participation, 2.
knowledge, and 3. public deliberation. From this
three dimensional perspective, we argue that a
genuine participatory process raises issues that
often cross-cut. We conclude that to take full
advantage of the momentum a PV process could
reach in a community to affect social change; more
engagement from policy makers should be sought.El objetivo de este artículo es analizar una experiencia
de investigación-acción participativa (IAP) desarrollada
en el año 2014, en el barrio San Lorenzo de Castellón,
España dentro del marco de una escuela de verano.
El Video Participativo (VP) fue usado para generar
aprendizajes entre los y las estudiantes internacionales
participantes, así como para visualizar el trabajo social de
profesionales locales y amplificar la voz de la comunidad.
El artículo presenta un nuevo marco de análisis, el “Cubo
ePARC”, para identificar los aprendizajes más relevantes.
Los tres ejes del cubo representan las dimensiones en
las que consiste el proceso de VP: 1. participación 2.
Conocimiento y 3. Deliberación pública. Desde esta
perspectiva tridimensional, el artículo sugiere que en
un proceso participativo genuino muy frecuentemente
estas dimensiones se superponen. El texto concluye que
para sacar el máximo provecho del proceso de VP en
una comunidad es necesaria la implicación activa de los
responsables de políticas públicas en el proceso
Application of virtual reality to the Rubik’s cube learning
Treball final de Grau en Disseny i Desenvolupament de Videojocs. Codi: VJ1241. Curs acadèmic: 2021/2022This document is the Final Degree Project report of José Fenollera Faustino of the Video
Game Design and Development degree.
The project consists of a virtual reality video game tutorial that teaches the user
how to solve the Rubik’s cube step by step. There are various modes, including a free
one and tutorial
Roll Back, a user experience design to help people recall memories
This article introduces a user experience design of recalling memories. People take numerous photos in their whole lives, so they need a powerful tool to help them organize and review all those pictures in an interesting way. After having interviews with target users, most of them have problems with organizing massive digital photos. This process costs them a lot of time and makes them feel boring. In this article, a mobile app named “Roll Back” is designed to solve this problem, users can review their memories randomly by solving a simplified Rubik’s Cube game, their photos will display on the surface of the Rubik’s Cube. Users can also build their own memory cube by selecting photos and placing them on the cube surfaces. They are also allowed to review their photo galleries in the memory cube mode. This essay introduces the creation process of this app in detail and proposes using a game-playing method to help users recall the past. Simultaneously, people can save their own memory cubes video in their albums and post them on social media platforms. This experience design combines various functions, such as games, social networking, and image classification. The usability test shows that the memory cubes function can be easily understood, and the social networking function can be improved
Linda Cube introduced
the following essay introduces a work whose English-language
coverage, scientific or otherwise, is near non existent with no translation
available in 30 years; by inserting Linda Cube into a proper context (i.e. the
animation and video game landscape of its time), offering partial translations,
and giving an entry into Tatsuyuki Tanaka’s art. References included
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