Colleges and universities are not meeting industry needs for graduates trained in the use or implementation of computer-aided design and manufacturing systems since few schools have experience in teaching CAD/CAM. Fur...
ISBN:
(纸本)9780897910767
Colleges and universities are not meeting industry needs for graduates trained in the use or implementation of computer-aided design and manufacturing systems since few schools have experience in teaching CAD/CAM. Furthermore, many Bachelor's-level graduates are going directly into industry, rather than pursuing graduate degrees, thereby compounding this problem. Members of this panel represent both schools and industry and together attempt to outline approaches to developing more extensive CAD/CAM emphasis in education, including- the role colleges and universities can or should play in addressing industry needs in this area- user- and implementor-oriented CAD/CAM education- CAD/CAM education as an integral part of university engineering curricula- problems encountered in organizing and implementing CAD/CAM curriculum- universities' relationships with *** is our hope that panelists' experiences will help guide schools in structuring CAD/CAM programs to best insure that the United States remain at the forefront of technology and compete industrially *** PuhlVictor LangerDonald P. GreenbergMark S. ShepardHerb VoelckerUniversities' Relationships With IndustryFrank PuhlAmerican industry needs engineers who have been brought up with the realization that computers are intimately involved in all aspects of design, analysis, and manufacturing. Industry, of course, needs engineers who are already trained in fundamental CAD/CAM principles and in solving real world problems using computers, as well as those who have been taught to be productivity- and *** help meet these needs, we must now provide answers to several significant questions:What part should industry play in encouraging and sponsoring research and education in CAD/CAM?How can we resolve conflicts between industries' “trade secrets” and universities' “open research”?How can industry and educational institutions work together to increase U.S. productivity so as to regain our compe
Emotion is a topic of growing interest in the HCI community. Studying emotion within the HCI discipline is an exciting interdisciplinary task. This can be facilitated by the exchange of thoughts and ideas with others ...
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ISBN:
(纸本)1595936424
Emotion is a topic of growing interest in the HCI community. Studying emotion within the HCI discipline is an exciting interdisciplinary task. This can be facilitated by the exchange of thoughts and ideas with others working on related projects. The aim of this SIG is to bring together an interdisciplinary group of researchers and practitioners actively working on projects where emotion is an essential component. The goals of the SIG are to identify current themes related to emotion specific HCI work and discuss strategies for moving forward.
作者:
Tomas M?ller[a]Ben Trumbore[b][a]Prosolvia Clarus AB
Chalmers University of Technology Gardaviigen S-41250 Gothenberg Sweden E-mail: [b]Program of Computer Graphics Cornell University Ithaca NY 14853 E-mail:
We present a clean algorithm for determining whether a ray intersects a triangle. The algorithm translates the origin of the ray and then changes the base to yield a vector (t u v)T, wheretis the distance to the plane...
We present a clean algorithm for determining whether a ray intersects a triangle. The algorithm translates the origin of the ray and then changes the base to yield a vector (t u v)T, wheretis the distance to the plane in which the triangle lies and (u,v) represents the coordinates inside the *** advantage of this method is that the plane equation need not be computed on the fly nor be stored, which can amount to significant memory savings for triangle meshes. As we found our method to be comparable in speed to previous methods, we believe it is the fastest ray-triangle intersection routine for triangles that do not have precomputed plane equations.
Recent hardware advances for both enhanced computing and interactive graphics are used to improve the effectiveness of three-dimensional engineering simulations. The two examples presented, drawn from structural engin...
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Recent hardware advances for both enhanced computing and interactive graphics are used to improve the effectiveness of three-dimensional engineering simulations. The two examples presented, drawn from structural engineering, deal with the fully nonlinear transient dynamic analysis of frames and boundary element stress analysis.
computer simulation can be used to generate the spatial and temporal data describing acoustical behavior. By using computergraphics to display the multidimensional data, substantially greater amounts of information t...
computer simulation can be used to generate the spatial and temporal data describing acoustical behavior. By using computergraphics to display the multidimensional data, substantially greater amounts of information than conveyed by standard techniques can be communicated to the designer. A methodology is presented for evaluating an acoustical environment using a two phase approach. The first phase entails simulating the time varying spatial distribution of sound energy, using techniques similar to those used in computergraphics to model illumination. These techniques, specifically probabilistic geometric ray tracing and reflection modeling, have been highly refined. By modifying these methods to account for a few basic differences between light and sound, they can be well suited to the simulation of sound propagation. The second phase entails an investigation of techniques of displaying multidimensional data that are useful to the user. These techniques, which include the use of three‐dimensional color image generation, animation, and icon representation, are used to visualize acoustical measurements derived from the simulation data. Using these criteria, three variations in the design of a performance hall are evaluated and compared. [Work supported by NSF.]
The measurement of affect in HCI research is a challenging and complex issue. Although a number of techniques for measuring affect have been developed, a systematic discussion of their effectiveness and applicability ...
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The measurement of affect in HCI research is a challenging and complex issue. Although a number of techniques for measuring affect have been developed, a systematic discussion of their effectiveness and applicability in different contexts remains lacking, especially in social contexts with multiple users. As computing shifts to increasingly collaborative and ubiquitous models, it is important to discuss affect measurement beyond the individual level. This workshop will provide a forum where designers, practitioners, and researchers can 1) introduce novel methods of affect measurement that go beyond physiological and self-report measures, 2) advance our understanding of existing measurement methods and how they can be expanded, and 3) critically evaluate issues of affect measurement.
Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or ligh...
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Texture mapping has become indispensable in image synthesis as an inexpensive source of rich visual detail. Less obvious, but just as useful, is its ability to mask image errors due to inaccuracies in geometry or lighting. This ability can be used to substantially accelerate rendering by eliminating computations when the resulting errors will be perceptually insignificant. Our new method precomputes the masking ability of textures using aspects of the JPEG image compression standard. This extra information is stored as threshold elevation factors in the texture's mip-map and interpolated at image generation time as part of the normal texture lookup process. Any algorithm which uses error tolerances or visibility thresholds can then take advantage of texture masking. Applications to adaptive shadow testing, irradiance caching, and path tracing are demonstrated. Unlike prior methods, our approach does not require that initial images be computed before masking can be exploited and incurs only negligible runtime computational overhead. Thus, it is much easier to integrate with existing rendering systems for both static and dynamic scenes and yields computational savings even when only small amounts of texture masking are present. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [computergraphics]: Color, shading, shadowing, and texture
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