7 research outputs found

    Photorealistic rendering: a survey on evaluation

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    This article is a systematic collection of existing methods and techniques for evaluating rendering category in the field of computer graphics. The motive for doing this study was the difficulty of selecting appropriate methods for evaluating and validating specific results reported by many researchers. This difficulty lies in the availability of numerous methods and lack of robust discussion of them. To approach such problems, the features of well-known methods are critically reviewed to provide researchers with backgrounds on evaluating different styles in photo-realistic rendering part of computer graphics. There are many ways to evaluating a research. For this article, classification and systemization method is use. After reviewing the features of different methods, their future is also discussed. Finally, dome pointers are proposed as to the likely future issues in evaluating the research on realistic rendering. It is expected that this analysis helps researchers to overcome the difficulties of evaluation not only in research, but also in application

    Exploring dynamic character motion techniques for games development

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    3D character development is very important part in the character animation. Currently, animation researchers try to control their virtual character joint and make their character motion more realistic and look like real human movement. Using motion capture technology, input data for character movement can be manipulated. This paper presents a current motion researchin the real time animation character and focused in dynamic motion control considering physic for game development. From this paper, the researcher can get better understanding what is the main issues and relevant technique that used by the recent researchers in this area. This review focuses on three main parts in dynamic motion generation with physics consideration and control: skeleton hierarchy and kinematics, motion capture data animation, and active dynamic control

    Pembangunan laman web pencarian kerja dengan aplikasi second life

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    Virtual Career Centre is the latest concept in the development of virtual environment technology in the real time. Virtual Career Centre was developed to overcome the problem of wastage of time and money for the recruitment process. Career Centre has a virtual three-dimensional interactive environment. Virtual Career Centre provides a website for job applicants to fill out personal information and the management company can advertise job vacancies. Virtual Career Centre provides the area to do an interview online with the use of avatar as a medium and using voice communications. In addition, career exhibitions can also be done at the Virtual Centre Career. Virtual Career Centre opens new dimensions to search employees using effectively and productively method. Virtual Career Centre has been developed using second life and Joomla 1.5 application. Methodology selected is Rapid Application Development (RAD) Methodology based on object-oriented approach of Unified Process. Duo I Enterprise is a company leading the development of Virtual Career Centre. From research conducted, Virtual Career Centre is able to generate gross profit to RM 675,000 in three years. With using a small capital, Virtual Career Centre net profit is RM 467,486 on the third year. Therefore, Virtual Career Centre should be developed to facilitate the recruitment process

    Dynamic motion control editor for virtual human

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    Virtual human motion in computer games and animation look very dull and unrealistic. Researchers try to find a perfect balance to manipulate virtual human action in computer animation. Virtual human movement can be created by a combination of motions from different sources such as motion capture, manual keyframes, dynamic and kinematics simulation. This paper presents a new technique to edit virtual human action for dynamic motion control in the real time animation. Our approach allow user to manipulate trajectory of motion by controlling new additional forces and character mass that involves in virtual human motion for dynamic movement

    Editing virtual human motion techniques with dynamic motion simulator and controller

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    Modifying realistic virtual human movement has become a challenging task to the researcher for computer games and animation development. To achieve realistic virtual human, the character movement must have same motion like real human. Virtual human movement can be created by blending different sources such as motion capture, dynamic and kinematics simulation. Editing dynamic movement requires a great skill from animator and takes a long time to setup. This paper presents a new technique for editing virtual human motion state using dynamic motion control in the real time animation. The system approach based on active dynamic control by normalizes the trajectory of vector space position. This technique explores the perfect balance in dynamic motion controls for virtual human motion initial and final states. For that purpose, an enhancement of proportional-derivative controller will be used. This paper focuses on three main parts; virtual human hierarchy, motion editing techniques and motion dynamic control

    The Behavioural Intentions of Secondary School Students to Use Tablet as a Mobile Learning Device

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    Advances in technology have allowed mobile devices to be used for learning purpose. The use of tablets in mobile learning has the potential to enhance learning, contributing to increased motivation and knowledge acquisition. However, without careful planning and support for learning content, students may not have the behavioural intention to use tablets in their learning. Previous studies have focused on the use of learning applications installed in the tablets. There is a lack of research on students' behavioural intentions to use tablets in learning. The partial least squares regression approach and the Unified Theory of Acceptance and Use of Technology (UTAUT) were used in this study to explore students’ behavioural intention to use the tablet in learning. This study was conducted in a private school in Malaysia. A total of 170 participants were enrolled in this study. The results showed that most of the hypotheses of the study were not supported and further revealed that the construct of performance expectancy was the only determinant of students’ behavioural intentions to use the tablet in learning

    Using Learning Analytics to Explore Responses from Student Conversations with Chatbot for Education

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    Chatbot simulates humans' conversations through computer programs using natural language. They are developed for various reasons and purposes, such as virtual characters and entertainers or as an interactive game component. Nowadays, Chatbots for education are using widely to enable students to engage with learning content constantly. In this study, students use Chatbot to query the Web Programming learning contents such as code description, coding and problem-solving. However, the successful responses of Chatbot to student queries is unknown. The lecturers also do not know the desired learning content of students who use the Chatbot. Thus, the purposes of this study are to explore the probability of a student getting successful responses in each conversation and to identify the students desired learning content. The learning analytics method is used to analyse the learning data of Chat-bot. The data analysis performed is descriptive analysis and binomial probability testing. The finding of the studies showed that the value of successful responses of Chatbot is high. The most desired learning content by the students is related to three categories of Web Programming contents, which is the hypertext Preprocessor (PHP), database & structured query language (SQL) and hypertext markup language (HTML). The Chatbot is updated based on proposed actions to provide more successful responses
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