34 research outputs found
Adapting the twelve principles of classic animation to lectures
This paper borrows from the fields of classic animation and 3D animation and adapts the fundamental principles of these subjects to the lecturing context. An analogy is drawn between an animator and a lecturer due to their shared objective: to communicate in an engaging way. If the fundamental principles of animation are read under the point of view of how they communicate a message, it is not difficult to see that they summarise some of the key concepts in the fields of education and educational psychology. Once adapted the principles can be used as a guideline by novice lecturers to increase students’ engagement both in traditional lectures and in e-learning environments. The principles have been applied successfully in teaching the Programming for 3D module and a number of modules at the University of Sussex obtaining good feedback from students
3D Graphics Acceleration Development Advances in Information Society: The Business Challenge
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UML-Executable Functional Models of electronic systems in the VIPERS Virtual Prototyping Methodology
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Rapid Authoring for VR-Based Simulations of Pervasive Computing Applications
Abstract. A new paradigm in computing has arrived [1]. The pervasive computer provides a new application layer and presents new challenges for application designers. The combination of computing devices provides a unique environmentspecific platform for the development of applications. Applications not only rely o
Applying ViPERS: A Virtual Prototyping Methodology for hand-held electronic device
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Rapid Authoring for VR-Based Simulations of Pervasive Computing Applications
A new paradigm in computing has arrived [1]. The pervasive computer provides a new application layer and presents new challenges for application designers. The combination of computing devices provides a unique environmentspecific platform for the development of applications. Applications not only rely on the pervasive computing devices and their interconnections, but also the location of these devices with respect to each other and the application user. This paper presents an overview of a design-flow, tool-chain and runtime environment which enables the rapid authoring of VR-based simulation components to facilitate the development of pervasive computing applications. A home automation example is used to evaluate the systems and to demonstrate the approach
3D visualization of archaeological uncertainty
By uncertainty, we define an archaeological expert's level of confidence in an interpretation deriving from gathered evidence. Archaeologists and computer scientists have urged caution in the use of 3D for archaeological reconstructions because the availability of other possible hypotheses is not always being acknowledged. This poster presents a 3D visualization system of archaeological uncertainty