This poster updates the community on the progress of the campus-wide e-portfolio rollout at the University of Wollongong, since it was reported on at the ASCILITE 2006 conference. During 2007 additional Faculties have...
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In recent years, computer applications have emerged as viable means of gathering and disseminating nutrition information. Both stand-alone and on-line applications are being used to provide information on and training...
In recent years, computer applications have emerged as viable means of gathering and disseminating nutrition information. Both stand-alone and on-line applications are being used to provide information on and training in nutrition education for the public, paraprofessionals, and professionals. While the use of on-line communication applications such as electronic mail (e-mail), electronic discussion groups, and list-servs are just emerging as important tools among nutrition educators, the exponential growth of the Internet and the World Wide Web are making these technologies more and more accessible. Nutrition educators are encouraged to explore the opportunities and challenges of these new technologies to enhance their work.
Higher educational programs in Savannah College of Art and design's (SCAD) School of Digital Media and Entertainment Arts have taken the leap to create a curriculum around virtual production including its adoption...
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Virtual Reality (VR) developers create experiences that result in both gender dysphoria and euphoria for Transgender and Genderqueer individuals. Avatar Creation Interfaces (ACIs) and the game mechanics associated wit...
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This paper presents a heuristic approach to classify images on web pages using image contents and image processing techniques. The initial goal is to classify images into four groups: human, icon, banner, and scenic i...
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ISBN:
(纸本)9780946881543
This paper presents a heuristic approach to classify images on web pages using image contents and image processing techniques. The initial goal is to classify images into four groups: human, icon, banner, and scenic image. The heuristics are applied in two phases: Segmentation Phase, and Feature Analysis Phase. In the Segmentation Phase, image processing techniques are used to detect skin colour. In the Feature Analysis Phase, the information from prior phase together with other image information, such as size and number of colours found in the image are used to classify the image. The algorithm was tested with one hundred images. The experimental results showed accuracy of 87.00 percent. After elaborately examining causes of error occurred, the low contrast human image caused the proposed algorithm difficult to segment human face by RGB colour skin tone. Also, the number of colour might not be the excellent factor in determining whether the image is an icon. We plan to improve this algorithm by using a new colour model for segmenting skin tone colour. Also, the other factors such as shape of the objects could be taken into consideration to improve the algorithm performance. Then, we will integrate this algorithm to our under developing web document annotation system.
This paper describes the structure, format, and outcome of an experimental class in Handheld Augmented Reality Game design conducted as an inter-institutional collaboration between the Georgia Institute of Technology ...
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ISBN:
(纸本)9781605584379
This paper describes the structure, format, and outcome of an experimental class in Handheld Augmented Reality Game design conducted as an inter-institutional collaboration between the Georgia Institute of Technology and Savannah College of Art and design. It analyzes several unique elements of the class, especially the need for rapid prototyping of multiple games when exploring game design using novel game technology, and highlights important issues regarding interdisciplinary collaboration and mobile augmented reality gaming. The paper also discusses several approaches taken by students in completing class assignments, which suggest viable design strategies for the creation of future handheld augmented reality experiences. Copyright 2009 ACM.
The National CD-ROM Sampler is a collection of significant Extension material collected from across the United States, and was a project requested by the National Agricultural Library (NAL) and the Extension Service/U...
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This paper presents a case study on the development of a Virtual Reality (VR) game using Volumetric Video (VV) for character animation. We delve into the potential of VV, a technology that fuses video and depth sensor...
This paper presents a case study on the development of a Virtual Reality (VR) game using Volumetric Video (VV) for character animation. We delve into the potential of VV, a technology that fuses video and depth sensor data, which has progressively matured since its initial introduction in 1995. Despite its potential to deliver unmatched realism and dynamic 4D sequences, VV applications are predominantly used in non-interactive scenarios. We explore the barriers to entry such as high costs associated with large-scale VV capture systems and the lack of tools optimized for VV in modern game engines. By actively using VV to develop a VR game, we examine and overcome these constraints developing a set of tools that address these challenges. Drawing lessons from past games, we propose an open-source data processing workflow for future VV games. This case study provides insights into the opportunities and challenges of VV in game development and contributes towards making VV more accessible for creators and researchers.
Simulations and games allow us to experience events as if they were really happening in a way that is safer and less expensive. Despite improvements in realism in these types of environments, one area that still prese...
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This article presents an overview of the design of our digital game, Let's Argue. The project is an immanent critique of digital media, particularly the conventions of social and game applications as affording pro...
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This article presents an overview of the design of our digital game, Let's Argue. The project is an immanent critique of digital media, particularly the conventions of social and game applications as affording productive discourse between people, groups, and organizations. Focusing upon the concept of dialogue and its importance to society, we employ satire as a style, lampooning "social games" such as FarmVille and Candy Crush Saga. In aping, disrupting, and toying with these applications' representational and ludic facets, we provoke our users into considering how the medium, far from being neutral, shapes behavior and motivation.
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