We discuss a system for the digital capture of museum artefacts which are accumulated into a multimedia repository comprising 3D models, images, video and sound clips as well as textual descriptions. A comprehensive s...
ISBN:
(纸本)9783905673180
We discuss a system for the digital capture of museum artefacts which are accumulated into a multimedia repository comprising 3D models, images, video and sound clips as well as textual descriptions. A comprehensive set of metadata is recorded and stored alongside these various media with the aim of re-using and re-purposing them for multiple applications. We investigate issues relating to both internal and external interoperability to enable the creation of learning scenarios within the system itself as well as the export of primary multimedia objects into an independent, external Learning Content Management System for the creation of complex Learning Objects.
We describe an innovative system designed for museums to create, manage and present multimedia based representations of museum artefacts in virtual exhibitions both inside and outside museums. Our system creates digit...
详细信息
Interactive visualization of large digital elevation models is of continuing interest in scientific visualization, GIS, and virtual reality applications. Taking advantage of the regular structure of grid digital eleva...
详细信息
Interactive visualization of large digital elevation models is of continuing interest in scientific visualization, GIS, and virtual reality applications. Taking advantage of the regular structure of grid digital elevation models, efficient hierarchical multiresolution triangulation and adaptive level-of-detail (LOD) rendering algorithms have been developed for interactive terrain visualization. Despite the higher triangle count, these approaches generally outperform mesh simplification methods that produce irregular triangulated network (TIN) based LOD representations. In this project we combine the advantage of a TIN based mesh simplification preprocess with high-performance quadtree based LOD triangulation and rendering at run-time. This approach, called QuadTIN, generates an efficient quadtree triangulation hierarchy over any irregular point set that may originate from irregular terrain sampling or from reducing oversampling in high-resolution grid digital elevation models.
We present a new method to visualize virtual endoscopic views. We propose to flatten the organ by the direct projection of the surface onto a set of cylinders. Two sampling strategies are presented and the introduced ...
详细信息
Professor John Belcher developed a series of short videos with animation and text of selected experiments to properly demonstrate the phenomena of electromagnetism. Such 3D animations are visually compelling, instilli...
详细信息
Professor John Belcher developed a series of short videos with animation and text of selected experiments to properly demonstrate the phenomena of electromagnetism. Such 3D animations are visually compelling, instilling in the student both a sense of wonder about the phenomena and a mental model of why and how it works. The products of these approach includes video clips of demonstrations, 3D animations of these demonstration which display time changing field-lines as a guide to understanding their dynamical effects and Java applets which allow the student to actively construct and animate 2D field lines for varying configurations of sources. These technologies are also implemented to develop animations for Faraday's insights, using video clips.
Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. Thesize of these representations imposes limits on applications for which complex 3D models must be acces...
详细信息
Most systems that support visual interaction with 3D models use shape representations based on triangle meshes. The
size of these representations imposes limits on applications for which complex 3D models must be accessed remotely. Techniques for
simplifying and compressing 3D models reduce the transmission time. Multiresolution formats provide quick access to a crude model
and then refine it progressively. Unfortunately, compared to the best nonprogressive compression methods, previously proposed
progressive refinement techniques impose a significant overhead when the full resolution model must be downloaded. The CPM
(Compressed Progressive Meshes) approach proposed here eliminates this overhead. It uses a new technique, which refines the
topology of the mesh in batches, which each increase the number of vertices by up to 50 percent. Less than an amortized total of 4 bits
per triangle encode where and how the topological refinements should be applied. We estimate the position of new vertices from the
positions of their topological neighbors in the less refined mesh using a new estimator that leads to representations of vertex
coordinates that are 50 percent more compact than previously reported progressive geometry compression techniques.
Interactions between a virtual actor and its virtual environment involve many aspects. An important one is hands interactions. In a virtual scene depicting everyday life, the actor will need to grasp and hold objects,...
详细信息
The CAPSE environment for computer Aided Parallel Software Engineering is intended to assist the developer in the crucial task of parallel programming. The methodology of CAPSE is based on direct manipulative graphica...
详细信息
The CAPSE environment for computer Aided Parallel Software Engineering is intended to assist the developer in the crucial task of parallel programming. The methodology of CAPSE is based on direct manipulative graphical creation and editing of scalable workload characterizations of MIMD algorithms. This paper presents the basic concepts of this methodology and an example of a parallel Poisson solver. The workload characterization representing the computation and communication behavior of the algorithm is based on directed acyclic task graphs, which achieve scalability by composing the task graph of scalable basic patterns instead of single node and arcs. The composition and the usage of these basic patterns is described in the light of designing the Poisson solver algorithm. The resulting task graph is used to predict the program's performance on a nCUBE 2 distributed memory machine and the PAPS simulator.
As algorithm animation systems become more widely available and easy to use, instructors will have the opportunity to utilize these systems to assist their teaching. Although algorithm animation systems have generated...
详细信息
As algorithm animation systems become more widely available and easy to use, instructors will have the opportunity to utilize these systems to assist their teaching. Although algorithm animation systems have generated excitement and interest in both teachers and students, little empirical evidence exists to promote their use. This article describes a study involving the use of algorithm animations in classroom and laboratory settings. Results indicated that allowing students to create their own examples in a laboratory session led to higher accuracy on a post-test examination of understanding as compared to students who viewed prepared examples or no laboratory examples.< >
暂无评论