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...
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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.< >
In this paper, we describe a digital library initiative for non-textual documents. The proposed framework will integrate different types of content-repositories - each one specialized for a specific multimedia domain ...
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In this paper, we describe a digital library initiative for non-textual documents. The proposed framework will integrate different types of content-repositories - each one specialized for a specific multimedia domain - into one seamless system and will add features such as automatic annotation, full-text retrieval and recommender services to non-textual documents. Two multimedia domains, 3D graphics and music, will be introduced. The repositories can be searched using both textual (metadata-based) and non-textual retrieval mechanisms (e.g. using a complex sketch-based interface for searching in 3D-models or a query-by-humming interface for music). Domain-specific metadata models are developed and workflows for automated content-based data analysis and indexing proposed.
The paper deal with 3D graphics simulators history. Several generation of space simulators that were used in training centers including Yu. A. Gagarin Russian State Scientific-Research and Test Centre of Cosmonaut Tra...
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The paper deal with 3D graphics simulators history. Several generation of space simulators that were used in training centers including Yu. A. Gagarin Russian State Scientific-Research and Test Centre of Cosmonaut Training (Moscow, Russia) are discussed. Number of US-Russia international space station programs use these cosmonaut training system in order to increase the efficiency of crews' space activities, and to ensure safe manned flights. Today we introduce powerful PC-based solution for Virtual Studio. Formal requirements for such a system are declared and its distributed architecture implementation is briefly outlined.
Progressive refinement is a methodology that makes it possible to elegantly integrate scalable data compression, access, and presentation into one approach. Specifically, this paper concerns the effective use of progr...
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Progressive refinement is a methodology that makes it possible to elegantly integrate scalable data compression, access, and presentation into one approach. Specifically, this paper concerns the effective use of progressive parallel coordinates (PPCs), utilized routinely for high-dimensional data visualization. It discusses how the power of the typical stages of progressive data visualization can also be utilized fully for PPCs. Further, different implementations of the underlying methods and potential application domains are described. The paper also presents empirical results concerning the benefits of PPC with regard to efficient data management and improved presentation, indicating that the proposed approach is able to close the gap between data handling and visualization.
With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large scale procedural generation of urban structu...
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With the current state of video games growing in scale, manual content creation may no longer be feasible in the future. Split grammars are a promising technology for large scale procedural generation of urban structures, which are very common in video games. Buildings with curved parts, however, can currently only be approximated by static pre-modeled assets, and rules apply only to planar surface parts. We present an extension to current split grammar systems that allows the generation of curved architecture through free-form deformations that can be introduced at any level in a grammar. Further subdivision rules can then adapt to these deformations to maintain length constraints, and repetitions can adjust to more or less space.
The analysis of invasive team sports often concentrates on cooperative and competitive aspects of collective movement behavior. A main goal is the identification and explanation of strategies, and eventually the devel...
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ISBN:
(纸本)9781538691953
The analysis of invasive team sports often concentrates on cooperative and competitive aspects of collective movement behavior. A main goal is the identification and explanation of strategies, and eventually the development of new strategies. In visual sports analytics, a range of different visual-interactive analysis techniques have been proposed, e.g., based on visualization using for example trajectories, graphs, heatmaps, and animations. Identifying suitable visualizations for a specific situation is key to a successful analysis. Existing systems enable the interactive selection of different visualization facets to support the analysis process. However, an interactive selection of appropriate visualizations is a difficult, complex, and time-consuming task. In this paper, we propose a four-step analytics conceptual workflow for an automatic selection of appropriate views for key situations in soccer games. Our concept covers classification, specification, explanation, and alteration of match situations, effectively enabling the analysts to focus on important game situations and the determination of alternative moves. Combining abstract visualizations with real world video recordings by Immersive Visual Analytics and descriptive storylines, we support domain experts in understanding key situations. We demonstrate the usefulness of our proposed conceptual workflow via two proofs of concept and evaluate our system by comparing our results to manual video annotations by domain experts. Initial expert feedback shows that our proposed concept improves the understanding of competitive sports and leads to a more efficient data analysis.
Sketch-based 3D scene retrieval is to retrieve 3D scene models given a user's hand-drawn 2D scene sketch. It is a brand new but also very challenging research topic in the field of 3D object retrieval due to the s...
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