The study represents the first retrospective bibliometric analysis and mapping of the IEEE Transactions on Visualization and computer graphics (IEEE TVCG), one of the leading journals in the field of visualization and...
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The study represents the first retrospective bibliometric analysis and mapping of the IEEE Transactions on Visualization and computer graphics (IEEE TVCG), one of the leading journals in the field of visualization and computer graphics, a discipline with expanding literature and emerging new areas. Using descriptive bibliometrics, the dynamics and trend patterns of publications, received citations and the impact factor of the journal were analyzed. The most productive and influential papers, authors, countries and institutions were identified. A mapping analysis, performed with VOSviewer software, visualized bibliometric networks from the perspective of keywords, authors, countries, institutions, cited references and cited journals, using co-occurrence, bibliographic coupling and co-citation analyses. From the results, the IEEE TVCG emerged as one of the leading journals in the field of visualization and computer graphics. The mapping of research themes revealed a range of established and evolving areas, including data visualizations, computer graphics, image synthesis and representation, scientific visualizations, interactive digital environments, such as virtual and augmented realities, human perception, animations and simulations. The rising number of published articles and citations, and a high journal impact factor demonstrated the growing interest of the academic community for the journal IEEE TVCG and the aforementioned area. The results and conclusions can be a valuable reference for academics, researchers and practitioners in computer graphics and visualization, as well as for authors and readers in the area of scientometrics.
作者:
Petkovic, I.Herceg, D.Univ Nis
Fac Elect Engn A Medvedeva 14 Nish 18000 Serbia Univ Novi Sad
Fac Sci Dept Math & Informat Trg Dositeja Obradovica 4 Novi Sad 21000 Serbia
Many very difficult problems in applied mathematics and other scientific disciplines cannot be solved without powerful computational systems, such as symbolic computation and computer graphics. In this paper we constr...
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Many very difficult problems in applied mathematics and other scientific disciplines cannot be solved without powerful computational systems, such as symbolic computation and computer graphics. In this paper we construct two new families of the fourth order iterative methods for finding a multiple real or complex zero of a given function. For developing these methods, a recurrent formula for generating iterative methods of higher order for solving nonlinear equations is applied and implemented by symbolic computation through several programs in computer algebra system Mathematica. Symbolic computation was the only tool for solving the considered complex problem since it provides handling and manipulating complex mathematical expressions and other mathematical objects. The properties of the proposed rapidly convergent methods are illustrated by several numerical examples. To examine the convergence behavior of the presented methods, we also give the dynamic study of these methods using basins of attraction. Such a methodology, besides a visualization of iterative processes, deliveries very important features on iterations including running CPU time and average number of iterations, as a function of starting points. The program for plotting basins of attraction in Mathematica is included. (C) 2016 Elsevier Inc. All rights reserved.
This work is devoted to the creation of a laboratory workshop (virtual) for open online courses based on programs of three-dimensional computer graphics and multimedia. The issues of using SolidWorks, Autodesk® 3...
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ISBN:
(纸本)9781538665343
This work is devoted to the creation of a laboratory workshop (virtual) for open online courses based on programs of three-dimensional computer graphics and multimedia. The issues of using SolidWorks, Autodesk® 3DS MAX software in distance learning are discussed. The software was used to prepare training materials for the courses course “Machines and mechanisms theory”, “computer graphics” and “Engineering and computer graphics”. Using the software product SolidWorks, Autodesk ® 3DS MAX has significantly increased the visibility of the course and develop tools for organizing the independent work of students in an interactive mode.
This paper describes the concept of computer graphics, analyzes the principle and key points of multimodal learning science theory, explores the multimodal learning theory applied in "computer graphics" in t...
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This paper describes the concept of computer graphics, analyzes the principle and key points of multimodal learning science theory, explores the multimodal learning theory applied in "computer graphics" in the experimental teaching of "computer graphics" in order to provide some references for experimental teaching.
An ideal software system in computer graphics should be a combination of innovative ideas, solid software engineering and rapid development. However, in reality these requirements are seldom met simultaneously. In thi...
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In order to improve teaching effectiveness of a MOOC course, namely computer graphics(CG), a careful design of several programming exercises is requisite. By analyzing fundamental knowledge points in CG, five programm...
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In order to improve teaching effectiveness of a MOOC course, namely computer graphics(CG), a careful design of several programming exercises is requisite. By analyzing fundamental knowledge points in CG, five programming exercises are designed and explained in this paper. A program is provided for each exercise which is a framework with empty functions to be completed by a student. This set of exercises, as a significant supplement to video lectures and problem sets, is of great help to students to understand fundamental concepts in CG and master basic skills for graphics programming.
The article is devoted to the development of the educational discipline “computer graphics” for the open education system. It is shown that at the present stage the integrated discipline “computer graphics” can ab...
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ISBN:
(纸本)9781538658338
The article is devoted to the development of the educational discipline “computer graphics” for the open education system. It is shown that at the present stage the integrated discipline “computer graphics” can absorb the theoretical material of the discipline “Descriptive Geometry” and the practical area of the discipline “Engineering graphics”. Geometric modeling is considered It is noted that modern software solutions allow to simulate three-dimensional objects of almost any complexity. The requirement for an electronic geometric model of the detail is singled out: the detail model must be editable-retain its geometric integrity with changes in the values of size constraints, i.e. should be predictably correctly rebuilt when making changes to the values of size dependencies. A strategy for constructing an electronic geometric model of the detail is proposed. It is noted that the allocation of electronic geometric modeling as the foundation of geometric-graphic education provides constructive use of the developing possibilities of computer graphics. The content of the integrated educational discipline “computer graphics” is described. The integrated educational discipline “computer graphics” provides the following basic competencies for the students: to know and apply the theory of geometric modeling to create electronic geometric forms of objects of technology and technology and be able to create electronic technical and technological documentation using modern graphic technologies.
computer graphics is often regarded an exciting and enjoyable subject due to it combining technology, art and creativity. The past few years have seen a rapid evolution of the field with novel consumer-level devices (...
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ISBN:
(纸本)9789869401265
computer graphics is often regarded an exciting and enjoyable subject due to it combining technology, art and creativity. The past few years have seen a rapid evolution of the field with novel consumer-level devices (e.g. head-mounted displays) and media (e.g. 3D videos on YouTube) enabling a much wider section of the population to experience and create 3D content. However, teaching computer graphics can be challenging due to it requiring a diverse range of skills such as mathematics, physics, programming, spatial reasoning, problem solving, and art and design. Several researchers have acknowledged this problem and have attempted to make computer graphics teaching easier and more effective. However, so far no consensus seems to exist about the key problems teachers need to overcome and what concepts and methodologies might help with this. In this paper, we address this issue by conducting a systematic literature review identifying reported challenges, methodologies, and approaches for teaching computer graphics. Our research offers practitioners new insight into computer graphics teaching, which we hope will be useful for curriculum design, developing more effective tools and support for struggling students, and suggesting avenues for future research.
This paper presents a deep-learning method for distinguishing computer generated graphics from real photographic images. The proposed method uses a Convolutional Neural Network (CNN) with a custom pooling layer to opt...
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ISBN:
(纸本)9781509067695
This paper presents a deep-learning method for distinguishing computer generated graphics from real photographic images. The proposed method uses a Convolutional Neural Network (CNN) with a custom pooling layer to optimize current best-performing algorithms feature extraction scheme. Local estimates of class probabilities are computed and aggregated to predict the label of the whole picture. We evaluate our work on recent photo-realistic computer graphics and show that it outperforms state of the art methods for both local and full image classification.
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