98 research outputs found

    A Game Based, Financial Literacy Oriented Approach to Improving Programming Education

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    Every year, two thirds of college seniors (about 1.8 million) in the US graduate with significant debts, but most of them are poorly equipped with essential financial knowledge to manage their debts and make intelligent financial decisions. Programming courses are uniquely positioned to offer opportunities to help students improve financial literacy. However, there have been no integrated courses to exploit the synergy. Meanwhile, computing disciplines face continued challenges of getting students interested in computing and finding ways to improve learning effectiveness. To address these challenges, we are developing an innovative teaching strategy that infuses financial literacy into four computing courses and engages students to develop financial literacy games. Students’ interests and learning outcomes will be improved because they enjoy computer games and are motivated when they use computing skills to address issues closely related to their daily lives

    Automatic Generation of Virtual Work Guide for Complex Procedures: A Case

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    Practical work guides for complex procedures are significant and highly affect the efficiency and accuracy of on-site users. This paper presents a technique to generate virtual work guides automatically for complex procedures. Firstly, the procedure information is extracted from the electronic manual in PDF format. And then, the extracted procedure steps are mapped to the virtual model parts in preparation for animation between adjacent steps. Next, smooth animations of the procedure are generated based on a 3D natural cubic spline curve to improve the spatial ability of the work guide. In addition, each step\u27s annotation is automatically adjusted to improve the visual effect of the work guide. A troubleshooting procedure example of the M16A4 Rifle shows that the generated work guide is well instructive, which provides the interactive simulation of the procedure and process-based display of technical annotation

    Mask-on Breathing Awareness Trainer (MOBAT)

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    Currently there is no low-cost solution to teach large quantities of Naval Aviators on how to correctly breath on an oxygen mask. This report will discuss the design and implementation of a mask-on breathing apparatus for use with United States Naval Aircrew for initial and annual familiarization. With the current uptick in physiological episodes within the naval aviation enterprise, there has been a need to find solutions to this problem. Currently when a naval aircrew is trained in aviation physiological threats, they do so with normobaric hypoxia tools in the form of the 9A19 Normobaric Hypoxia Trainer for aircrew who do not normally wear a mask during flight and the 9A17 Mask-on Breathing Trainer which is for aircrew who do wear a mask throughout an entire flight. This training evolution only lasts around 15 minutes for each student and does not go over the proper breathing techniques to use to breath while on mask provided oxygen. It would take too long and would be overly costly to use the existing training methods to perform this task. The goal of this project is to rectify the gap in training by providing a low cost means to give positive feedback training to large numbers of students at once

    GPU Accelerated Vector Median Filter

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    Noise reduction is an important step for most image processing tasks. For three channel color images, a widely used technique is vector median filter in which color values of pixels are treated as 3-component vectors. Vector median filters are computationally expensive; for a window size of n x n, each of the n(sup 2) vectors has to be compared with other n(sup 2) - 1 vectors in distances. General purpose computation on graphics processing units (GPUs) is the paradigm of utilizing high-performance many-core GPU architectures for computation tasks that are normally handled by CPUs. In this work. NVIDIA's Compute Unified Device Architecture (CUDA) paradigm is used to accelerate vector median filtering. which has to the best of our knowledge never been done before. The performance of GPU accelerated vector median filter is compared to that of the CPU and MPI-based versions for different image and window sizes, Initial findings of the study showed 100x improvement of performance of vector median filter implementation on GPUs over CPU implementations and further speed-up is expected after more extensive optimizations of the GPU algorithm

    Real-Time External Labeling for Interactive Visualization in Virtual Environments

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    A real-time external labeling algorithm has been developed to explore the potential for applying annotation and visualization to virtual reality environments, which manages label placement in the projections of virtual 3D models on the view plane. The approach intends to place labels with visual constraints, such as no overlapping, intersections, and occlusions, close proximity to the model parts, by adjusting external annotations\u27 positions concerning available space in the view plane. This algorithm is based on the projected model\u27s contour and adapts to camera viewpoint changes within interactive frame rates. It solves the visibility problem of annotations and operates in real-time when the model is rotated. The results show that the proposed method can improve user understanding of complicated 3D models and can be applied to interactive virtual environments

    GIS Data Based Automatic High-Fidelity 3D Road Network Modeling

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    3D road models are widely used in many computer applications such as racing games and driving simulations_ However, almost all high-fidelity 3D road models were generated manually by professional artists at the expense of intensive labor. There are very few existing methods for automatically generating 3D high-fidelity road networks, especially those existing in the real world. This paper presents a novel approach thai can automatically produce 3D high-fidelity road network models from real 2D road GIS data that mainly contain road. centerline in formation. The proposed method first builds parametric representations of the road centerlines through segmentation and fitting . A basic set of civil engineering rules (e.g., cross slope, superelevation, grade) for road design are then selected in order to generate realistic road surfaces in compliance with these rules. While the proposed method applies to any types of roads, this paper mainly addresses automatic generation of complex traffic interchanges and intersections which are the most sophisticated elements in the road network

    Assessing Tsunami Vulnerabilities of Geographies with Shallow Water Equations

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    Tsunami preparedness is crucial for saving human lives in case of disasters that involve massive water movement. In this work, we develop a framework for visual assessment of tsunami preparedness of geographies. Shallow water equations (also called Saint Venant equations) are a set of hyperbolic partial differential equations that are derived by depth-integrating the Navier-Stokes equations and provide a great abstraction of water masses that have lower depths compared to their free surface area. Our specific contribution in this study is to use Microsoft's XNA Game Studio to import underwater and shore line geographies, create different tsunami scenarios, and visualize the propagation of the waves and their impact on the shore line geography. Most importantly, we utilized the computational power of graphical processing units (GPUs) as HLSL based shader files and delegated all of the heavy computations to the GPU. Finally, we also conducted a validation study, in which we have tested our model against a controlled shallow water experiment. We believe that such a framework with an easy to use interface that is based on readily available software libraries, which are widely available and easily distributable, would encourage not only researchers, but also educators to showcase ideas
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