5 research outputs found

    Analyzing the Learning Modes of Learners using Time-Management Modules in Self-Paced Learning

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    Enhancing the effectiveness of e-learning is animportant topic today. Many factors influence the effectiveness oflearning, among which time management has the most directimpact on self-paced learning. This study developed a calendartime-management module to record the learning process in anself-paced learning environment. After analyzing the learningmodes, we extracted learners that displayed intensive learningtowards the end of a course period. We implemented two types oftime management modules on the extracted subjects: acountdown timer and a course schedule module, and thenanalyzed the influence of the time modules on the learners inself-paced learning. The objective was to promote diligence byhelping learners to begin learning earlier in the course period.Our results demonstrate that the incorporation of the countdowntimer and course schedule time-management modules altered thedistribution of study times and prompted all of the learners tocomplete the reading of course materials. The countdown timermodule presented a stronger correlation with the tendencies oftime management and the use of the time modules. This indicatesthat learners who are sensitive to changing numbers are morelikely to follow a set course. Overall, the time modules differed inthe degree of impact according to the characteristics of learners;however, the use of time modules was proven to enhance theeffectiveness of studying

    Surface Simplification of 3D Animation Models Using Robust Homogeneous Coordinate Transformation

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    The goal of 3D surface simplification is to reduce the storage cost of 3D models. A 3D animation model typically consists of several 3D models. Therefore, to ensure that animation models are realistic, numerous triangles are often required. However, animation models that have a high storage cost have a substantial computational cost. Hence, surface simplification methods are adopted to reduce the number of triangles and computational cost of 3D models. Quadric error metrics (QEM) has recently been identified as one of the most effective methods for simplifying static models. To simplify animation models by using QEM, Mohr and Gleicher summed the QEM of all frames. However, homogeneous coordinate problems cannot be considered completely by using QEM. To resolve this problem, this paper proposes a robust homogeneous coordinate transformation that improves the animation simplification method proposed by Mohr and Gleicher. In this study, the root mean square errors of the proposed method were compared with those of the method proposed by Mohr and Gleicher, and the experimental results indicated that the proposed approach can preserve more contour features than Mohr’s method can at the same simplification ratio

    Interaction Design in Virtual Reality Game Using Arduino Sensors

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    Virtual reality (VR) is the use of computer simulation to produce a virtual world, providing users with a variety of sensory simulation, which enables users to feel as though they are in the virtual world. Currently, mature three-dimensional (3D) computer graphics technology can present realistic 3D visual effects. However, system interaction is still mainly through specific interactive devices for system control, such as the Vive controller for HTC Vive. In order to enable the user to control the game intuitively, this study employed a currently popular Arduino technology to carry out design of interactive control devices for virtual reality. The interaction design in this study is based mainly on a virtual reality baseball game. To let users carry out swings more intuitively in the baseball game, this study used actual baseball bat–installed sensors, called “Arduino baseball bat,” as a replacement for the VR joystick. The implemented system was roughly divided into two components: a transmitter system module on the bat and a receiver system module connecting to the server host. According to the results, our system cannot only realistically display 3D visual effects, but the Arduino baseball bat can also provide intuitive real-time game interaction for the user

    An Improved Surface Simplification Method for Facial Expression Animation Based on Homogeneous Coordinate Transformation Matrix and Maximum Shape Operator

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    Facial animation is one of the most popular 3D animation topics researched in recent years. However, when using facial animation, a 3D facial animation model has to be stored. This 3D facial animation model requires many triangles to accurately describe and demonstrate facial expression animation because the face often presents a number of different expressions. Consequently, the costs associated with facial animation have increased rapidly. In an effort to reduce storage costs, researchers have sought to simplify 3D animation models using techniques such as Deformation Sensitive Decimation and Feature Edge Quadric. The studies conducted have examined the problems in the homogeneity of the local coordinate system between different expression models and in the retainment of simplified model characteristics. This paper proposes a method that applies Homogeneous Coordinate Transformation Matrix to solve the problem of homogeneity of the local coordinate system and Maximum Shape Operator to detect shape changes in facial animation so as to properly preserve the features of facial expressions. Further, root mean square error and perceived quality error are used to compare the errors generated by different simplification methods in experiments. Experimental results show that, compared with Deformation Sensitive Decimation and Feature Edge Quadric, our method can not only reduce the errors caused by simplification of facial animation, but also retain more facial features

    Effects of a Tobacco Prevention Education Program on Adolescents' Knowledge of and Attitudes towards Smoking

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    [[abstract]]Objectives. To evaluate the effectiveness of a smoking prevention program on the perception of and attitudes towards smoking in adolescents. Methods. First graders of eight randomly selected junior high schools in Taichung were recruited into two groups. A total of 412 students from four schools served as the experimental group and 440 students from the other four schools comprised the control group. All of the students received an educational brochure after completing a structured pre-intervention questionnaire to measure their knowledge about and attitudes towards smoking. After two weeks, an intervention program consisting of a two-hour lecture was provided to the experimental group only; then, each group completed the same post-intervention questionnaire. A total of 778 students completed the pre- and post-intervention questionnaires. Results. The results indicated that adolescents’ knowledge about and attitudes toward smoking in the experimental group (0.18 > 0.12, p = 0.039) improved significantly after the intervention program. Furthermore, after controlling for possible confounding factors such as gender, family structure, smoking experience, and the baseline knowledge and attitudes, adolescents’ knowledge about and attitudes toward cigarette smoking in the experimental group still improved significantly than those in the control group (b = 1.203, p < 0.001; b = 1.21, p = 0.027). Conclusions. The tobacco prevention education program improved adolescents’ knowledge about and attitudes toward the hazards of cigarette smoking
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