This study was an attempt to realize the possible effects of a problem-based serious game, named 'Immersivio', on learning 3d computer graphics to mitigate the challenges undergraduate students have in learnin...
详细信息
This study was an attempt to realize the possible effects of a problem-based serious game, named 'Immersivio', on learning 3d computer graphics to mitigate the challenges undergraduate students have in learning 3d computer graphics in Malaysia. Indeed, the literature shows that 3dcomputer graphic courses are replete with abstract notions and algorithmic concepts which make the learning of it difficult. To this end, the researcher designed a quantitative study with a between-subject design and aimed at implementing a treatment course using the problem-based SG. Before that, a problem-based SG was designed by considering principles of problem-based learning (i.e. higher-order thinking, collaborative learning, and cognitive thinking) and serious games (playing for learning). The problem-based model presented by Hmelo-Silver was used as the basis of the game design (Hmelo-Silver and Eberbach 2012). A non-random sampling procedure (quota sampling) was used in this quasi-experimental study, and the participants formed 2 groups, i.e. the experimental group (n = 24) and the control group (n = 26). The independent samples t-test results indicated that the experimental group's post-test scores in a 3d computer graphics course were significantly affected as a result of using Immersivio. This study and the game design in this study can have pedagogical and practical implications for 3d computer graphics lecturers and those who are interested in designing effective problem-based SGs.
The online learning becomes more and more popular where visualization of 3d objects can be employed to lots of fields, e.g., 3d building information modeling for architecture, 3d city model for urban planning, 3d anim...
详细信息
ISBN:
(纸本)9783030669058;9783030669065
The online learning becomes more and more popular where visualization of 3d objects can be employed to lots of fields, e.g., 3d building information modeling for architecture, 3d city model for urban planning, 3d animation for film, 3d skeleton visualization of medical treatment, etc.. In tradition, the most popular tool for 3d modeling and visualization is OpenGL which is based on Client/Server. In another word, C++ code for OpenGL must be installed and configured firstly which is not convenient for new beginners. By contrast, this paper focus on visualization of 3d objects in computergraphics and GIS (Geographic Information System) purely depending on JavaScript technology where no additional software or plugins, applet, ActiveX control is needed. Typical JavaScript libraries covers ThreeJS for computergraphics, OpenLayers for 2d GIS and CesiumJS for 3d GIS. Based on the above libraries, e-learners could view and manipulate 3d objects in web browser (e.g., Google Chrome). Such intuitive and convenient 3d visualization and manipulation results in much more interesting for learning.
This paper proposes a method for automatically generating annotated training data for fruit recognition using deep learning. The proposed method uses an open-source 3d creation software to generate tree models based o...
详细信息
ISBN:
(纸本)9781665499248
This paper proposes a method for automatically generating annotated training data for fruit recognition using deep learning. The proposed method uses an open-source 3d creation software to generate tree models based on random parameters in a developed program-such as positions of fruits, leaves, and viewpoints;colors of fruits and leaves;tree shapes;and rendering algorithms. The advantage of the proposed method is that it automatically generates annotations of fruit shapes in the image, eliminating the need to manually generate numerous annotations. due to the complexities of the light source color and environment in farm images taken outdoors, the proposed method reproduces the color temperatures of the sun and the angles of sunlight to reflect the actual climate in farms. The proposed method generates depth-mapped images of fruits and trees from the generated3d computer graphics (3dCGs) and generates 2d mask images of fruits as annotations by comparing their depths. Fruits that are completely shielded in the 2d image are not suitable as training data, so they are automatically extracted and removed in this method. This enables the developed system to generate a large amount of appropriately annotated training data with several data variations.
computers are developed continuously to satisfy the human demands, and typical tools used everywhere for ranging from daily life usage to all kinds of research. Virtual Reality (VR), a virtual environment simulated to...
详细信息
computers are developed continuously to satisfy the human demands, and typical tools used everywhere for ranging from daily life usage to all kinds of research. Virtual Reality (VR), a virtual environment simulated to present physical presence in the real word and imaginary worlds, has been widely applied to simulate the virtual environment. People’s feeling is limited to visual perception when only computers are applied for simulations, since computers are limited to display visualization of data, while human senses include sight, smell, hearing, taste, touch and so on. Other devices can be applied, such as haptics, a device for sense of touch, to enhance the human perception in virtual environment. A good way to apply VR applications is to place them in a virtual display system, a system with multiply tools displays a virtual environment with experiencing different human senses, to enhance the people’s feeling of being immersed in a virtual environment. Such virtual display systems include VR dome, recursive acronym CAVE, VR workbench, VR workstation and so *** with lots of advantages in manipulating applications are common in conventional systems, operating systems or other systems in computers. Normally a system will not be usable without them. Although VR applications are more natural and intuitive, they are much less or not usable without menus. But very few studies have focused on user interfaces in VR. This situation motivates us working further in this area. We want to create two models on different purposes. One is inspired from menus in conventional system and the sense of touch. And the other one is designed based on the spatial presence of *** first model is a two-dimensional pie menu in pop-up style with spring force feedback. This model is in a pie shape with eight options on the root menu. And there is a pop-up style hierarchical menu belongs to each option on the root menu. When the haptics device is near an option on the root menu, the spri
This work presents an optical encryption process for various types of information related to 3d worlds (scenes) or 2d images, utilizing computer-Generated Holograms (CGHs). It also introduces a modification to the dua...
详细信息
This work presents an optical encryption process for various types of information related to 3d worlds (scenes) or 2d images, utilizing computer-Generated Holograms (CGHs). It also introduces a modification to the dual Random Phase Encoding (dRPE) encryption algorithm by incorporating pixel shuffling. This proposal enables the use of either a single key for both pixel shuffling and phase mask definition or two independent keys. The latter option is particularly advantageous in applications that require the involvement of two independent agents to retrieve the original plaintext. The dimension of the CGHs determines the size of the keys based on the random generation of values by cryptographically secure algorithms, so the use of arithmetic encryption is proposed for data compression. However, this proposal allows the use of other algorithms described in the literature to generate the shuffle and phase matrices. The complete workflow is described starting from the synthesis of a 3d scene, defined by a mesh of triangles with shape and appearance modeling, or 2d images of any level of geometric or visual complexity using computergraphics;its storage in a CGH, the encryption anddecryption process, and finally, the results obtained in the laboratory and by simulation are shown. The similarity between different encryption levels is measured by the Pearson Coefficient to evaluate the results obtained.
A unified computation method of vector and elementary functions is proposed for handheld3dgraphics systems. It unifies vector operations like vector multiply, multiply-and-add, divide, divide-by-square-root, anddot...
详细信息
A unified computation method of vector and elementary functions is proposed for handheld3dgraphics systems. It unifies vector operations like vector multiply, multiply-and-add, divide, divide-by-square-root, anddot product and elementary functions like trigonometric, inverse trigonometric, hyperbolic, inverse hyperbolic, power (x(y) with two variables), and logarithm to an arbitrary base into a single four-way arithmetic platform. A number system called the fixed-point hybrid number system (FXP-HNS), which combines the fixed-point number system (FXP) and the logarithmic number system (LNS), is proposed for the power and area-efficient unification. Power and area-efficient logarithmic and antilogarithmic conversion schemes are also proposed for the data conversions between fixed-point and logarithmic numbers in the FXP-HNS and achieve 0.41 percent and 0.08 percent maximum conversion errors, respectively. The unified arithmetic unit based on the proposed schemes is presented with less than 6.3 percent operation error. Its fully pipelined architecture achieves single-cycle throughput with maximum four-cycle latency for all of the supported operations. Comparison results show that the proposed arithmetic unit achieves 30 percent power and 10.9 percent area reductions and runs two times faster than the previous approach.
The technology for three-dimensional model design of real world scenes and its photorealistic rendering are current topic of investigation. development of such technology is very attractive to implement in vast variet...
详细信息
ISBN:
(纸本)0819424994
The technology for three-dimensional model design of real world scenes and its photorealistic rendering are current topic of investigation. development of such technology is very attractive to implement in vast variety of applications: military mission planning, crew training, civil engineering, architecture, virtual reality entertainments - just a few was mentioned. 3d photorealistic models of urban areas are often discussed now as upgrade from existing two-dimensional geographic information systems. Possibility of site model generation with small details depends on two main factors: available source dataset andcomputer power resources. In this paper PC based technology is presented, so the scenes of middle resolution (scale of 1:1000) be constructed. Types of datasets are the gray level aerial stereo pairs of photographs (scale of 1:14000) and true color on ground photographs of buildings (scale ca. 1:1000). True color terrestrial photographs are also necessary for photorealistic rendering, that in high extent improves human perception of the scene.
We propose a method to implement an intuitive computergraphics authoring system on tiny mobile devices. Current mobile devices' computing power is not enough to render realistic 3d objects;therefore, we employed ...
详细信息
ISBN:
(纸本)9781424423835
We propose a method to implement an intuitive computergraphics authoring system on tiny mobile devices. Current mobile devices' computing power is not enough to render realistic 3d objects;therefore, we employed the client/server architecture. The mobile client plays a role to handle user interactions and transmit data to/from the server whereas the server is responsible for all heavy transactions such 3dgraphics rendering and evolutionary computing. We also adopted a 3d authoring method based on interactive evolutionary computation (IEC). It allows users to intuitively produce high quality graphics contents by evolving a set of 3d models using genetic algorithm (GA). The proposed system enables the users to easily design 3dgraphics contents by using mobile devices anywhere at any time without sacrificing visual quality of the 3d models.
We propose a method to provide an intuitive computergraphics authoring environment usable on tiny mobile devices. We adopted a 3d authoring method based on interactive evolutionary computation (IEC). It allows users ...
详细信息
ISBN:
(纸本)9780769534718
We propose a method to provide an intuitive computergraphics authoring environment usable on tiny mobile devices. We adopted a 3d authoring method based on interactive evolutionary computation (IEC). It allows users to intuitively produce high quality graphics contents on site by evolving a set of 3d models using genetic algorithm (GA). The proposed system enables the users to easily design 3dgraphics contents by using a mobile device anywhere at any time without sacrificing visual quality. The proposed system employed "thin client" architecture because the computing power of the mobile devices is not enough to render realistic 3d objects. The mobile client plays a role for handling user interactions and transmitting data to/from the server whereas the server is responsible for heavy graphics processing. Providing good user interface is a crucial factor for mobile software design. We prototyped three different GUI layouts and conducted a comparative experiment to figure out which design is preferable.
BRAd3d, a low-cost hardware platform for the development of a realtime 3dgraphics software is presented. The BRAd3d configuration is derived from a generalization of 3d image synthesis. Three basic processes have bee...
详细信息
暂无评论