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Sökning: L773:0097 8493 OR L773:1873 7684

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1.
  • Ollila, Mark, et al. (författare)
  • Bringing art into computer graphics education
  • 2000
  • Ingår i: Computers & graphics. - 0097-8493 .- 1873-7684. ; 24:4, s. 617-622
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents an innovative education program at the University of Gävle, Sweden. The program, creative programming, combines traditional methods of teaching computer graphics, with other cross-disciplinary areas such as art, cognition, and film. The uniqueness of the program is represented by the students who are accepted and the teaching environment they are put in. A judicial process is used to screen applicants, with and without portfolios to the program. This is followed by an examination of intellectual capacity, practical examination, and finally an interview. Together, these are used as guidelines to determine if the student is a suitable candidate for the program. The final group selected has varying backgrounds, ranging from the professional artist to the traditional computer scientist. They are then immersed in a lab environment for the whole duration of the education on the campus. The remainder of the education involves a period in industry. The combination of selective students, a lab environment has produced very satisfactory results, and can be used as basis for further developing the education.
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2.
  • Taxén, Gustav, et al. (författare)
  • A system for exploring open issues in VR-based education
  • 2002
  • Ingår i: Computers & graphics. - 0097-8493 .- 1873-7684. ; 26:4, s. 593-598
  • Tidskriftsartikel (refereegranskat)abstract
    • Virtual reality has been shown to be an effective way of teaching difficult concepts to learners. However, a number of important questions related to learning, immersion, collaboration and realism remain to be answered before truly efficient virtual learning environments can be designed. We present CyberMath, an extendable avatar-based shared virtual environment for teaching and exploration of non-trivial mathematics that allows further study of these issues.
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3.
  • Abrikosov, Alexei I., et al. (författare)
  • Topological analysis of density fields: An evaluation of segmentation methods
  • 2021
  • Ingår i: Computers & graphics. - : Elsevier. - 0097-8493 .- 1873-7684. ; 98, s. 231-241
  • Tidskriftsartikel (refereegranskat)abstract
    • Topological and geometric segmentation methods provide powerful concepts for detailed field analysis and visualization. However, when it comes to a quantitative analysis that requires highly accurate geometric segmentation, there is a large discrepancy between the promising theory and the available computational approaches. In this paper, we compare and evaluate various segmentation methods with the aim to identify and quantify the extent of these discrepancies. Thereby, we focus on an application from quantum chemistry: the analysis of electron density fields. It is a scalar quantity that can be experimentally measured or theoretically computed. In the evaluation we consider methods originating from the domain of quantum chemistry and computational topology. We apply the methods to the charge density of a set of crystals and molecules. Therefore, we segment the volumes into atomic regions and derive and compare quantitative measures such as total charge and dipole moments from these regions. As a result, we conclude that an accurate geometry determination can be crucial for correctly segmenting and analyzing a scalar field, here demonstrated on the electron density field.
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4.
  • Alexanderson, Simon, et al. (författare)
  • Real-time labeling of non-rigid motion capture marker sets
  • 2017
  • Ingår i: Computers & graphics. - : Elsevier. - 0097-8493 .- 1873-7684. ; 69:Supplement C, s. 59-67
  • Tidskriftsartikel (refereegranskat)abstract
    • Passive optical motion capture is one of the predominant technologies for capturing high fidelity human motion, and is a workhorse in a large number of areas such as bio-mechanics, film and video games. While most state-of-the-art systems can automatically identify and track markers on the larger parts of the human body, the markers attached to the fingers and face provide unique challenges and usually require extensive manual cleanup. In this work we present a robust online method for identification and tracking of passive motion capture markers attached to non-rigid structures. The method is especially suited for large capture volumes and sparse marker sets. Once trained, our system can automatically initialize and track the markers, and the subject may exit and enter the capture volume at will. By using multiple assignment hypotheses and soft decisions, it can robustly recover from a difficult situation with many simultaneous occlusions and false observations (ghost markers). In three experiments, we evaluate the method for labeling a variety of marker configurations for finger and facial capture. We also compare the results with two of the most widely used motion capture platforms: Motion Analysis Cortex and Vicon Blade. The results show that our method is better at attaining correct marker labels and is especially beneficial for real-time applications.
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5.
  • Bernard, Jürgen, et al. (författare)
  • Foreword to Special Section on EuroVA 2021
  • 2022
  • Ingår i: Computers & graphics. - : Pergamon-Elsevier Science Ltd. - 0097-8493 .- 1873-7684. ; 107, s. A9-A9
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
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6.
  • Brossier, Mathis, et al. (författare)
  • Moliverse: Contextually embedding the microcosm into the universe
  • 2023
  • Ingår i: Computers & graphics. - : PERGAMON-ELSEVIER SCIENCE LTD. - 0097-8493 .- 1873-7684. ; 112, s. 22-30
  • Tidskriftsartikel (refereegranskat)abstract
    • We present Moliverse, an integration of the molecular visualization framework VIAMD into the astronomical visualization software OpenSpace, allowing us to bridge the two extreme ends of the scale spectrum to show, for example, the gas composition in a planets atmosphere or molecular structures in comet trails and can empower the creation of educational exhibitions. For that purpose we do not use a linear scale traversal but break the scale continuity and show molecular simulations as focus in the context of celestial bodies. We demonstrate the application of our concept in two storytelling scenarios and envision the application both for science presentations to lay audiences and for dedicated exploration, potentially also in a molecule-only environment.
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7.
  • Ekman, Inger, et al. (författare)
  • Integrating a game with a story : lessons from interactive television concept design
  • 2004
  • Ingår i: Computers & graphics. - : Elsevier BV. - 0097-8493 .- 1873-7684. ; 28:2, s. 167-177
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper is a summary of the concept work on interactive stories done within the Future Interaction Television at the Hypermedia Laboratory, University of Tampere. One of the largest questions we dealt with in relation to the design of program content for interactive television was how to provide interesting interactive content for future television viewers. Television as a medium has established traditions for how it is used. These are not likely to change drastically overnight. Because of this, the context of viewing has to be considered when developing new concepts.Interactive television systems are still under development and standards are still pending. Although the aim of our research has been to consider interactivity from the viewers’ and the content production community's perspective, work on this topic also provides insights into what kinds of iTV broadcasting techniques will be needed in the future. Most importantly, our work here shows an interactive television show concept that can be used already, with television broadcasting as it is done today, only using the Internet as the return channel. As households move into the digital era and the television sets become technically interactive (e.g. come with a built-in return channel), the interactive part can be shifted over from the Internet to be used via the television sets.In this paper we propose a solution that combines a game with a traditional story, which in our example prototype is a simulated television series. Our concept relies on the game having effects on the series and vice versa, but solves many of the familiar problems of interactive stories, as the parts still stay separate.Consequently, the concept gives viewers greater freedom of choice; in our concept one can choose to only watch the series or only play the game. However, the strength of the concept is that doing both adds something special to the experience of both watching and playing. We implemented this kind of concept as a prototype called Footprints of Power. The concept was tested and the test results indicate that interactive stories following this approach could enhance the experience of both playing and watching.
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8.
  • Guarese, Renan, et al. (författare)
  • Augmented situated visualization methods towards electromagnetic compatibility testing
  • 2021
  • Ingår i: Computers & graphics. - Oxford : Elsevier. - 0097-8493 .- 1873-7684. ; 94, s. 1-10
  • Tidskriftsartikel (refereegranskat)abstract
    • In electrical engineering, hardware experts often need to analyze electromagnetic radiation data to detect any external interference or anomaly. The field that studies this sort of assessment is called electromagnetic compatibility (EMC). As a way to support EMC analysis, we propose the use of Augmented Situated Visualization (ASV) to supply professionals with visual and interactive information that helps them to comprehend that data, however situating it where it is most relevant in its spatial context. Users are able to interact with the visualization by changing the attributes being displayed, comparing the overlaps of multiple fields, and extracting data, as a way to refine their search. The solutions being proposed in this work were tested against each other in comparable 2D and 3D interactive visualizations of the same data in a series of data-extraction assessments with users, as a means to validate the approaches. Results exposed a correctness-time trade-off between the interaction methods. The hand-based techniques (Hand Slider and Touch Lens) were the least error-prone, being near to half as error-inducing as the gaze-based method. Touch Lens also performed as the least time-consuming method, taking in average less than half of the average time required by the others. For the visualization methods tested, the 2D ray casts presented a higher usability score and lesser workload index than the 3D topology view, however exposing over two times the error ratio. Ultimately, this work exposes how AR can help users to have better performances in a decision-making context, particularly in EMC related tasks, while also furthering the research in the ASV field. © 2020 Elsevier Ltd
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9.
  • Kjelldahl, Lars, et al. (författare)
  • Special Issue : Education
  • 2005
  • Ingår i: Computers & graphics. - : Elsevier BV. - 0097-8493 .- 1873-7684. ; 29:2, s. 235-236
  • Tidskriftsartikel (refereegranskat)
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10.
  • Kjelldahl, Lars, et al. (författare)
  • Visual perception in computer graphics courses
  • 2004
  • Ingår i: Computers & graphics. - : Elsevier BV. - 0097-8493 .- 1873-7684. ; 28:3, s. 451-456
  • Tidskriftsartikel (refereegranskat)abstract
    • Visual perception and the human visual system are important for the judgements of the results in computer graphics. So it is important to address this in computer graphics courses. We describe the experiences of including those features into graphics courses and from our experiences we give examples and proposals as to how an introduction to perception can be done. A bibliography with comments is also included in the paper.
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