4,827 results
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2. Effects of Tablet-Based Drawing and Paper-Based Methods on Medical Students' Learning of Gross Anatomy
- Author
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Styn, Amelie, Scheiter, Katharina, Fischer, Martin R., Shiozawa, Thomas, Behrmann, Felix, Steffan, Adrian, Kugelmann, Daniela, and Berndt, Markus
- Abstract
The way medical students learn anatomy is constantly evolving. Nowadays, technologies such as tablets support established learning methods like drawing. In this study, the effect of drawing on a tablet on medical students' anatomy learning was investigated compared to drawing or summarizing on paper. The quality of drawings or summaries was assessed as a measure of the quality of strategy implementation. Learning outcome was measured with an anatomy test, both immediately afterward and after 4-6 weeks to assess its sustainability. There were no significant group differences in learning outcome at both measurement points. For all groups, there was a significant medium strength correlation between the quality of the drawings or summaries and the learning outcome (p < 0.05). Further analysis revealed that the quality of strategy implementation moderated outcomes in the delayed test: When poorly implemented, drawing on a tablet (M = 48.81) was associated with lower learning outcome than drawing on paper (M = 58.95); The latter (M = 58.89) was related to higher learning outcome than writing summaries (M = 45.59). In case of high-quality strategy implementation, drawing on a tablet (M = 60.98) outperformed drawing on paper (M = 52.67), which in turn was outperformed by writing summaries (M = 62.62). To conclude, drawing on a tablet serves as a viable alternative to paper-based methods for learning anatomy if students can make adequate use of this strategy. Future research needs to identify how to support student drawing, for instance, by offering scaffolds with adaptive feedback to enhance learning.
- Published
- 2023
- Full Text
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3. Visualization Display System of Gannan Hakka Paper-Cut Works Based on Computer Graphics Algorithm.
- Author
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Li X
- Subjects
- Image Processing, Computer-Assisted, Algorithms, Computer Graphics
- Abstract
Today, computer graphics and graphic image processing techniques have been widely used in daily life and industrial production. Due to the development of computers, computer graphics has brought more convenience to our daily life. In order to give full play to the value of computers, this paper takes the Hakka paper-cut art with local characteristics as the starting point, first of all its development history, artistic characteristics, compositional forms, expression techniques, cultural connotations, Hakka paper-cut patterns, and the symbolic meaning of folk customs, and then we design a visualization system for the paper-cut works of Gannan Hakka based on computer graphics. In addition, the system provides a solution for the integration of Gannan Hakka paper-cut art and Jiangxi native product packaging design and provides a reference for the theory and practice of modern native product packaging design., Competing Interests: The author declares that he has no conflicts of interest., (Copyright © 2022 Xingping Li.)
- Published
- 2022
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4. Clarke Error Grid Analysis on Graph Paper and Microsoft Excel.
- Author
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Mondal H and Mondal S
- Subjects
- Blood Glucose Self-Monitoring instrumentation, Blood Glucose Self-Monitoring standards, Computer Systems, Data Aggregation, Data Interpretation, Statistical, Humans, Research Design, Computer Graphics, Data Accuracy, Glycemic Control instrumentation, Software
- Published
- 2020
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5. Screen Techniques : Oscilloscopes and the Embodied Instrumentality of Early Graphic Displays
- Author
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Pertigkiozoglou, Eliza, Filipe, Joaquim, Editorial Board Member, Ghosh, Ashish, Editorial Board Member, Prates, Raquel Oliveira, Editorial Board Member, Zhou, Lizhu, Editorial Board Member, Gerber, David, editor, Pantazis, Evangelos, editor, Bogosian, Biayna, editor, Nahmad, Alicia, editor, and Miltiadis, Constantinos, editor
- Published
- 2022
- Full Text
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6. Games as a Mode of Instruction in Object-Oriented Concepts
- Author
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Krish Pillai and Marcia Lovas
- Abstract
A typical first computer science course (CS1) introduces the student to coding conventions, variables, methods, control structures, conditionals, and the semantics of classes and objects. Advanced concepts of inheritance, polymorphism, abstract classes, interfaces, and their use in the design process, are covered in a second-level course (CS2). CS2 concepts are abstract, requiring reinforcement through considerable practice. It has been observed that traditional CS2 projects fail to capture the imagination and enthusiasm of students and are seldom useful past the end of the semester, yet interesting projects drawn from the natural sciences may be either too complex or too algorithmic to facilitate the required design experience. Game programming, in contrast, is purpose-driven and has great appeal. Unfortunately, popular game engines hide the engine's complexity and provide too much built-in functionality, relegating the user to writing glue logic in a scripting language. What is needed instead is a challenge that will provide transferable skills for solving generic problems using a statically typed language. The authors of this paper describe a Java game engine and lesson plan they developed for one semester of object-oriented instruction for students who have completed CS2. Early anecdotal results demonstrate that students find the approach challenging, informative, and incentivizing. [For the full proceedings, see ED656038.]
- Published
- 2023
7. A Bibliometric Exploration of Infographics as Tools for Visual Literacy in Education
- Author
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Paula Marcelle, Okan Arslan, Aishat Balogun, and Monalisa Dash
- Abstract
The purpose of this paper is to examine how infographics are used in the dynamics of designing or creating in the teaching and learning process. Utilising a bibliometric approach and content analysis, we examined a sample of 760 documents from the Web of Science and Scopus databases with no lower time limit until November 2023. The analyses aimed to identify trends, including main topics, authors, sources, most cited articles, institutional affiliations, and countries in the literature. This bibliometric approach allows for the observation of trends in the educational application of promoting visual literacy through students' design or creation of infographics in formal and informal learning settings. Initial publications emerged in 2007, gaining momentum from 2014 to the present. The most prolific fields were medical science, chemistry, and computer science. This investigation shows that educational institutions could employ infographics beyond present boundaries to prepare students--particularly Generation Alpha, digital natives--for a data-driven society. Institutions should expand their use of infographics to improve visual literacy and address the changing educational requirements of students in a dynamic learning environment. Overall, this paper provides insights into the readiness of educators and institutions to engage Generation Alpha, the digital natives, through visual literacy and infographics.
- Published
- 2024
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8. Printability and quality of papers coated with different binders
- Author
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Emine ARMAN KANDIRMAZ, Arif Ozcan, and ÖZCAN A., Kandirmaz E. A., ZELZELE Ö. B.
- Subjects
Bilgisayar Bilimi Uygulamaları ,paper coating ,Computer Sciences ,printability ,BİLGİSAYAR BİLİMİ, İNTERDİSİPLİNER UYGULAMALAR ,Mühendislik, Bilişim ve Teknoloji (ENG) ,COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS ,COMPUTER SCIENCE ,Bilgisayar Grafiği ,Computer Graphics and Computer-Aided Design ,Computer Science Applications ,Fizik Bilimleri ,Physical Sciences ,Computer Graphics ,Bilgisayar Grafikleri ve Bilgisayar Destekli Tasarım ,Engineering and Technology ,Bilgisayar Bilimi ,Bilgisayar Bilimleri ,Mühendislik ve Teknoloji ,paper quality ,Engineering, Computing & Technology (ENG) ,binder - Abstract
Papers are the most commonly used substrates. A printable paper must have certain properties. These properties include surface smoothness, air permeability, surface energy, colour of the paper, opacity, whiteness, light fastness, gloss, and coefficient of elongation under force. In addition, a good printable paper should not allow ink to pass between its two surfaces. After the papers are produced, they are subjected to surface treatments in order to improve the above-mentioned properties and to provide extra specification. Surface treatments include calendering, surface sizing and coating processes. While filling the recesses and protrusions on the surface with the coating process, the paper's affinity for the ink is increased, and the penetration of the ink to the other surface of the paper is prevented. In the coating process basically, a filler is dispersed in a binder. In this study, it is aimed to obtain the highest quality and most printable paper by changing the type of binder used in the coating. In this study, equal amount (5% w/w) titanium dioxide filler was used in all coating formulations. In coating formulations; cationic starch, hydroxy ethyl cellulose and polyvinyl alcohol polymers were used as binders. Binder amounts are adjusted according to optimum viscosity. The obtained coating formulations were coated on the paper surface with a laboratory type coating device. Colour, gloss, surface smoothness, air permeability, surface energy and surface morphology of the coated papers were determined. It was printed with magenta offset printing ink on three different types of paper coated with different binders, using the IGT C1 offset printability test device, under 400 N/m2 pressure printing conditions. Colour and gloss measurements of the prints were made. As a result; It was determined that three different binders improved the printability parameters.
- Published
- 2022
9. Comparing Three Input Devices for Sketching Assignments in E-Exams in Computer Science
- Author
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Joshi, Suhas Govind and Brastad, Live Årmot
- Abstract
E-exams used in higher education can accommodate a range of assignment types that have traditionally been conducted with pen-and-paper. However, one issue that remains a challenge is proper support of sketching in larger, generic e-exams systems. Different types of sketching assignment demand input devices suited to the specific type of problem-solving. Adopting an e-exam system may involve compromises in terms of restricted opportunities to use sketching assignments as part of the e-exam that affect the students' performance or their experience of the e-exam. This paper presents a comparison of 77 students' performance and preferences with three different input devices (a mouse, a graphical tablet, and a touchpad) when solving sketching assignments from three different computer science courses. The study focused on capturing the students' perspective, and the findings include identified benefits and challenges associated with using the three different input devices during sketching. [For the full proceedings, see ED621557.]
- Published
- 2019
10. Interactive paper tearing.
- Author
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Schreck, Camille, Rohmer, Damien, and Hahmann, Stefanie
- Subjects
- *
PAPER textiles , *TEXTURE analysis (Image processing) , *COMPUTER graphics , *COMPUTER vision , *ANIMATION (Cinematography) - Abstract
We propose an efficient method to model paper tearing in the context of interactive modeling. The method uses geometrical information to automatically detect potential starting points of tears. We further introduce a new hybrid geometrical and physical-based method to compute the trajectory of tears while procedurally synthesizing high resolution details of the tearing path using a texture based approach. The results obtained are compared with real paper and with previous studies on the expected geometric paths of paper that tears. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
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11. AI image generators often give racist and sexist results: can they be fixed?
- Author
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Ananya
- Subjects
- Racism prevention & control, Sexism prevention & control, Artificial Intelligence ethics, Artificial Intelligence trends, Prejudice prevention & control, Computer Graphics ethics, Computer Graphics trends, Photography ethics
- Published
- 2024
- Full Text
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12. Towards Enabling Blind People to Fill Out Paper Forms with a Wearable Smartphone Assistant.
- Author
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Feiz, Shirin, Borodin, Anatoliy, Xiaojun Bi, and Ramakrishnan, I. V.
- Subjects
BLIND people ,SMARTPHONES ,HUMAN-computer interaction ,USER interfaces ,COMPUTER graphics - Abstract
We present PaperPal, a wearable smartphone assistant which blind people can use to fill out paper forms independently. Unique features of PaperPal include: a novel 3D-printed attachment that transforms a conventional smartphone into a wearable device with adjustable camera angle; capability to work on both flat stationary tables and portable clipboards; real-time video tracking of pen and paper which is coupled to an interface that generates real-time audio read outs of the form's text content and instructions to guide the user to the form fields; and support for filling out these fields without signature guides. The paper primarily focuses on an essential aspect of PaperPal, namely an accessible design of the wearable elements of PaperPal and the design, implementation and evaluation of a novel user interface for the filling of paper forms by blind people. PaperPal distinguishes itself from a recent work on smartphonebased assistant for blind people for filling paper forms that requires the smartphone and the paper to be placed on a stationary desk, needs the signature guide for form filling, and has no audio read outs of the form's text content. PaperPal, whose design was informed by a separate wizard-of-oz study with blind participants, was evaluated with 8 blind users. Results indicate that they can fill out form fields at the correct locations with an accuracy reaching 96.7%. [ABSTRACT FROM AUTHOR]
- Published
- 2021
13. Demystifying Pronunciation with Animation
- Author
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Ward, Monica
- Abstract
The orthographical depth of a language impacts on a learner's ability to learn a language (Katz & Frost, 1992). If it is easier for learners to read the language as it is written, it will make the learning process easier. One way to address the problem of orthographically deep or opaque languages where the pronunciation is not very easy to determine is to demystify its pronunciation by using animation. This involves showing learners graphically how a combination of certain letters or diacritics produces a particular sound. This is particularly useful when the combination is different to what might be expected given the learner's knowledge of how those letters or symbols sound individually. This is also important when two orthography systems may appear similar on a superficial level but are actually different. This paper provides an overview of the animation component of the CALLIPSO system--a CALL resource for Irish orthography and pronunciation. Irish uses the same letters as the English alphabet but there are differences in the letter-sound correspondences. In the animation component, words are passed to the animation tool which demonstrates how each combination of letters gives rise to the overall pronunciation of the word. The tool is language independent and can be used for languages other than Irish. [For the complete volume of short papers, see ED572005.]
- Published
- 2016
14. Foreword to the special section on best papers of the Eurographics 2022 Education Papers Program.
- Author
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Paquette, Eric and Bourdin, Jean-Jacques
- Subjects
- *
COMPUTERS in education , *VIRTUAL reality , *COMPUTER graphics - Abstract
[Display omitted] • This special section includes papers on computer graphics education. • These papers are the best papers from the Eurographics 2022 Education Papers Program. • Specific topics include ray-tracing, the Vulkan API, and virtual reality. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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15. Improving Ray Tracing Understanding with Immersive Environments
- Author
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Nuno Verdelho Trindade, Lidia Custodio, Alfredo Ferreira, and Joao Madeiras Pereira
- Abstract
Ray tracing is a computer graphics technique used to produce realistic visuals by physically simulating the behavior of light. Although this technique can be described straightforwardly, fully comprehending it might be challenging. It is typically taught in the classroom using the 2-D formats, such as paper or a blackboard. We propose using immersive environments for incrementing the understanding of ray tracing. We focus on improving the knowledge of the technique in experienced users, particularly Master of Computer Science students minoring in a computer-graphics-related area. We argue that exploring the ray tracing process in an immersive visualization environment can further improve the understanding of ray tracing acquired using conventional means. With that objective, this study starts by presenting RayTracerVR, a virtual reality prototype tool for learning the mechanisms of ray tracing. This tool can be used to visually explore and interact with the different aspects of the technique. It allows users to observe the progression of the rays throughout the sequential stages of the ray tracing process and analyze its corresponding computer pseudocode. The study includes user evaluation where RayTracerVR is employed to assess improvements in ray tracing understanding. The prototype's usability is also assessed. The findings indicate that using the ray tracing immersive learning environment results in a supplemental increase in understanding in users who have previously learned ray tracing using conventional means.
- Published
- 2024
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16. How Visual Literacy Is Developed through Engineering Graphics Subjects
- Author
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A. Martín Erro and S. Nuere Menéndez-Pidal
- Abstract
This paper aims to analyse to what extent the engineering curricula contribute to the development of visual literacy among engineering students. Communicating and thinking visually is a basic skill for all engineers, being a fundamental part of their educational stage. For this purpose, Engineering Graphics subjects from 30 engineering schools from Spain have been selected to review their content. The sample consists of 80 subjects of Engineering Graphics, mechanical design and computer-aided design. The curricula were analyzed using a quantitative and qualitative method. A database has been developed where keywords that identify the objectives of the analysis have been tabulated. Learning technical visual language and visualization skills as a means of developing visual literacy in engineering has been taken as the basis of the analysis. The results show that the curricula of the subjects contemplate the development of graphic skills around communication and technical representation and, to a lesser extent, visualization. On the other hand, the teaching activities contemplated do not dive into the cognitive aspects of graphics. We can also observe the pre-eminence of computer graphics as the main basis for teaching activities and marginal use of freehand drawing, which is basic for the development of Visual Literacy.
- Published
- 2024
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17. The Students Perspective on Using an E-Learning Platform: E-OWL
- Author
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Araújo, Isabel and Faria, Pedro Miguel
- Abstract
The evolution of ICT and its adoption in higher education is driving greater interactivity in teaching and learning processes. The teaching/learning paradigm has been changing. Both educational actors, teacher and student, are increasingly adapting to use technologies. This article presents a study that enhances how technologies can be used in the teaching and learning process, through a mathematics content platform, for higher education students. A survey of the state of the art was made in order to demonstrate some advantages of the teaching-learning process, the teacher's and student's behavior profiles and their role in relation to the use of new technologies. The main objective of this study is to analyze the student's view on the use of the E-OWL platform in the learning process, and thus contribute to the development of more interactive and motivating learning environments. The privileged instrument in this study was the questionnaire, applied after the use of the platform in an educational context, to students of the Computer Graphics and Multimedia Engineering degree. The results obtained revealed that students demonstrate ease in using the E-OWL platform and that was useful in supporting the course, stimulating continuous study and allowing self-regulation of learning, confirming the relevance of an increasing adoption of ICT in an e-learning context. [For the full proceedings, see ED621620.]
- Published
- 2020
18. Computer Vision and Image Processing: A Paper Review
- Author
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Thomas Lucas and Victor Wiley
- Subjects
Computer science ,Cognitive neuroscience of visual object recognition ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,020206 networking & telecommunications ,Image processing ,02 engineering and technology ,Field (computer science) ,lcsh:QA75.5-76.95 ,Computer graphics ,Human–computer interaction ,Application domain ,Pattern recognition (psychology) ,Digital image processing ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,lcsh:Electronic computers. Computer science ,computer vision image processing digital image ,Raw data - Abstract
Computer vision has been studied from many persective. It expands from raw data recording into techniques and ideas combining digital image processing, pattern recognition, machine learning and computer graphics. The wide usage has attracted many scholars to integrate with many disciplines and fields. This paper provide a survey of the recent technologies and theoretical concept explaining the development of computer vision especially related to image processing using different areas of their field application. Computer vision helps scholars to analyze images and video to obtain necessary information, understand information on events or descriptions, and scenic pattern. It used method of multi-range application domain with massive data analysis. This paper provides contribution of recent development on reviews related to computer vision, image processing, and their related studies. We categorized the computer vision mainstream into four group e.g., image processing, object recognition, and machine learning. We also provide brief explanation on the up-to-date information about the techniques and their performance.
- Published
- 2018
19. From Paper to Digitalized Body Map: A Reliability Study of the Pain Area.
- Author
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Caseiro, Marília, Woznowski‐Vu, Arthur, De Oliveira, Anamaria S., Reis, Felipe J. J., and Wideman, Timothy H.
- Subjects
- *
COMPUTER graphics , *CONFIDENCE intervals , *DRAWING , *PAIN measurement , *INTER-observer reliability , *DESCRIPTIVE statistics , *COMPUTER-aided diagnosis , *INTRACLASS correlation ,RESEARCH evaluation - Abstract
Background: Computerized methods to analyze pain drawings (PDs) have been developed and may aid to measure the pain area more precisely. Objective: The aim of this study was to verify whether examiners can reproduce the patient's PDs with acceptable reliability. Methods: This was an intra‐rater and inter‐rater reliability study. The protocol consisted of 4 steps: (1) scanning of paper PDs; (2) sharing the digitalized PD images between examiners; (3) reproducing the PD images in the sketching application; and (4) calculating the pain area in pixels and percentages. We calculated intraclass correlation coefficients (ICCs; 2,1), the standard error of the measurement (SEM), and the smallest detectable difference (SDD). Results: Reliability was tested using 31 PDs from 17 patients in our database (11 female [64.7%], mean age: 53.23 ± 11.57 years). Intra‐rater reliability varied from ICC (2,1) = 0.991 (95% confidence interval [CI] = 0.982 to 0.996; SEM = 3,432.45; SDD = 162.39 pixels; P < 0.001) to ICC (2,1) = 0.992 (95% CI = 0.978 to 0.997; SEM = 3,412.96; SDD = 161.93 pixels; P < 0.001). Inter‐rater reliability for the measurement between all examiners was considered excellent (ICC [2,1] = 0.976; 95% CI = 0.956 to 0.987; SEM =8,580.75; SDD = 256.76 pixels; P < 0.001), being higher between Examiners A and C (ICC [2,1] = 0.970; 95% CI = 0.936 to 0.986; SEM = 6,453.34; SDD = 222.67 pixels; P < 0.001). Conclusion: Our results show that intra‐ and inter‐rater reliabilities were excellent when an examiner reproduced the paper PDs into digitalized PDs. This process gives clinicians and researchers the opportunity to analyze pain extent more precisely using a computerized method. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
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20. A Phenomenological Analysis of the Experience of Analogical Thinking in Graphic Design Elaborations
- Author
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Adzmi, Mohd Hafnidzam, Ishak, Zahari, and Ladin, Che Aleha
- Abstract
Analogical thinking is one of the thinking processes that is associated with creativity. This paper explores how it is experienced in Graphic Design elaborations using Computer Graphic Technology (CGT). Data are collected through concurrent and retrospective probing from three undergraduates and analysed through phenomenological reduction to identify the constituents and elements of the creative analogy's general psychological structure. The findings show that the general structure of the creative analogical experience is a relationship between three constituents namely: (1) the experience of recalling knowledge or information; (2) the use of knowledge for ideation; and (3) the use of knowledge to conclude ideas. The findings also show that the underlying elements of these constituents are conceptual (declarative) and technical (procedural) knowledge and its combinations that are consistent with the theories of analogical thinking. This article concludes with recommendations for future research and insights on its implementation in Design Education.
- Published
- 2022
21. Apply or Die: On the Role and Assessment of Application Papers in Visualization.
- Author
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Weber, Gunther H., Carpendale, Sheelagh, Ebert, David, Fisher, Brian, Hagen, Hans, Shneiderman, Ben, and Ynnerman, Anders
- Subjects
DATA visualization ,COMPUTER graphics ,DATA modeling ,COMPUTER vision ,VISUALIZATION ,COMPUTER software - Abstract
Application-oriented papers provide an important way to invigorate and cross-pollinate the visualization field, but the exact criteria for judging an application paper's merit remain an open question. This article builds on a panel at the 2016 IEEE Visualization Conference entitled "Application Papers: What Are They, and How Should They Be Evaluated?" that sought to gain a better understanding of prevalent views in the visualization community. This article surveys current trends that favor application papers, reviews the benefits and contributions of this paper type, and discusses their assessment in the review process. It concludes with recommendations to ensure that the visualization community is more inclusive to application papers. [ABSTRACT FROM PUBLISHER]
- Published
- 2017
- Full Text
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22. Design and Evaluation of Low-Fidelity Visual Display Prototypes for Multiple Hospital-Acquired Conditions.
- Author
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Reeder B, Makic MBF, Morrow C, Ouellet J, Sutcliffe B, Rodrick D, Gritz M, and Wald H
- Subjects
- Accidental Falls prevention & control, Catheter-Related Infections prevention & control, Focus Groups, Humans, Interviews as Topic, Pressure Ulcer prevention & control, Computer Graphics, Data Display, Hospitals, Iatrogenic Disease prevention & control, User-Computer Interface
- Abstract
Hospital-acquired conditions such as catheter-associated urinary tract infection, stage 3 or 4 hospital-acquired pressure injury, and falls with injury are common, costly, and largely preventable. This study used participatory design methods to design and evaluate low-fidelity prototypes of clinical dashboards to inform high-fidelity prototype designs to visualize integrated risks based on patient profiles. Five low-fidelity prototypes were developed through literature review and by engaging nurses, nurse managers, and providers as participants (N = 23) from two hospitals in different healthcare systems using focus groups and interviews. Five themes were identified from participatory design sessions: Need for Integrated Hospital-Acquired Condition Risk Tool, Information Needs, Sources of Information, Trustworthiness of Information, and Performance Tracking Perspectives. Participants preferred visual displays that represented patient comparative risks for hospital-acquired conditions using the familiar design metaphor of a gauge and green, yellow, and red "traffic light" colors scheme. Findings from this study were used to design a high-fidelity prototype to be tested in the next phase of the project. Visual displays of hospital-acquired conditions that are familiar in display and simplify complex information such as the green, yellow, and red dashboard are needed to assist clinicians in fast-paced clinical environments and be designed to prevent alert fatigue.
- Published
- 2020
- Full Text
- View/download PDF
23. Mathematics, Programming, and STEM
- Author
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Mathematics Education Research Group of Australasia, Yeh, Andy, and Chandra, Vinesh
- Abstract
Learning mathematics is a complex and dynamic process. In this paper, the authors adopt a semiotic framework (Yeh & Nason, 2004) and highlight programming as one of the main aspects of the semiosis or meaning-making for the learning of mathematics. During a 10- week teaching experiment, mathematical meaning-making was enriched when primary students wrote Logo programs to create 3D virtual worlds. The analysis of results found deep learning in mathematics, as well as in technology and engineering areas. This prompted a rethinking about the nature of learning mathematics and a need to employ and examine a more holistic learning approach for the learning in science, technology, engineering, and mathematics (STEM) areas.
- Published
- 2015
24. ACM SIGGRAPH Art Papers Programs 2019-2020
- Author
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Reyes-García, Everardo, Burbano, Andrés, Laboratoire Paragraphe (PARAGRAPHE), Université Paris 8 Vincennes-Saint-Denis (UP8)-Université de Cergy Pontoise (UCP), Université Paris-Seine-Université Paris-Seine, and Reyes, Everardo
- Subjects
computer graphics ,[SHS.INFO]Humanities and Social Sciences/Library and information sciences ,SIGGRAPH ,interactive techniques ,art-science-humanities ,[SHS.ART] Humanities and Social Sciences/Art and art history ,[SHS] Humanities and Social Sciences ,[SHS.ART]Humanities and Social Sciences/Art and art history ,[SHS.INFO] Humanities and Social Sciences/Library and information sciences ,[SHS]Humanities and Social Sciences - Abstract
International audience; This institutional presentation introduces the ACM SIGGRAPH Art Papers programs 2019 and 2020. The 2019 edition marks the 11th version of the program and our main goal is to highlight its principal novelties and projections onto 2020. At this occasion, we will discuss the main scientific and artistic contributions of art papers, but also different ways of accessing, experiencing, and enhancing the published content.
- Published
- 2019
25. Effectiveness of Learning with 3D-Lab on Omani Basic Education Students' Achievement, Attitudes and Scientific Thinking
- Author
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Musawi, Ali Al, Ambusaidi, Abdullah, Al-Balushi, Sulaiman, Al-Sinani, Moham, and Al-Balushi, Kholoud
- Abstract
This paper aims to measure the effectiveness of the 3DL on Omani students' acquisition of practical abilities and skills. It examines the effectiveness of the 3D-lab in science education and scientific thinking acquisition as part of a national project funded by The Research Council. Four research tools in a Pre-Post Test Control Group Design, findings show statistically significant differences in student achievement in favor of the experimental group. The results show students' attitudes are positive towards using 3D-lab in teaching. Improvements in logical and visual thinking are also observed. The paper then draws conclusions and recommendations.
- Published
- 2017
26. The Global Publication Output in Augmented Reality Research: A Scientometric Assessment for 1992-2019.
- Author
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Gupta, B. M. and Dhawan, S. M.
- Subjects
AUGMENTED reality ,DATA visualization ,COMPUTER graphics ,COMPUTER science ,VIRTUAL reality ,CITATION indexes - Abstract
This paper describes global research in the field of augmented reality (22078) as indexed in Scopus database during 1992-2019, using a series of bibliometric indicators. The augmented reality (AR) research registered high 54.23% growth, averaged citation impact of 8.90 citations per paper. Nearly 1% of global output in the subject (226 papers) registered high-end citations (100+) per paper. The top 15 countries accounted for 87.05% of global publications output in the subject. The USA is in leadership position for its highest publications productivity (19.25% global share). The U.K. leads the world on relative citation index (2.05). International collaboration has been a major driver of AR research pursuits; between 11.89% and 44.04% of national share of top 15 countries in AR research appeared as international collaborative publications. AR research productivity by application types was the largest across sectors, such as education, industry and medical. Computer science has emerged as the most popular areas in AR research pursuits. Technical University of Munich, Germany and Osaka University, Japan have been the most productive organizations and Nara Institute of S&T, Japan (66.55 and 7.48) and Imperial College, London, U.K. (57.14 and 6.42) have been the most impactful organizations. M. Billinghurst and N. Navab have been the most productive authors and S. Feiner and B. MacIntyre have been the most impactful authors. IEEE Transactions on Visualization & Computer Graphics, Multimedia Tools & Applications and Virtual Reality topped the list of most productive journals. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
27. IEEE VR 2022 Message from the Journal Paper Chairs and Guest Editors.
- Author
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Nedel, Luciana, Argelaguet, Ferran, Wang, Lili, Stefannuci, Jeanine, and Iwai, Daisuke
- Subjects
DATA visualization ,USER interfaces ,VIRTUAL reality ,COMPUTER graphics - Abstract
In this special issue of IEEE Transactions on Visualization and Computer Graphics (TVCG), we are pleased to present a subset of papers from the 29th IEEE Conference on Virtual Reality and 3D User Interfaces (IEEE VR 2022), held virtually March 12-16, 2022, in Christchurch, New Zealand. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
28. Knowledge Graph Visualization Interface for Digital Heritage Collections: Design Issues and Recommendations.
- Author
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Khoo, Christopher S. G., Tan, Eleanor A. L., Siam-Gek Ng, Chwee-Fong Chan, Stanley-Baker, Michael, and Wei-Ning Cheng
- Subjects
INTELLECT ,INTERNET searching ,ARCHIVES ,MEDICAL informatics ,INFORMATION technology ,COMPUTER graphics ,SEARCH engines ,METADATA ,HUMANITIES ,SOCIAL networks ,SOFTWARE architecture ,DIGITAL libraries ,USER interfaces - Abstract
Digital heritage portal interfaces are generally similar to digital library and search engine interfaces in displaying search results as a list of brief metadata records. The knowledge organization and search result display of these systems are item-centric, with little support for identifying relationships between items. This paper proposes a knowledge graph system and visualization interface as a promising solution for digital heritage systems to support users in browsing related items, understanding the relationships between items, and synthesizing a narrative on an issue. The paper discusses design issues for the knowledge graph, graph database, and graph visualization, and offers recommendations based on the authors' experience in developing three knowledge graph systems for archive and digital humanities resources: the Zubir Said personal archive collection at the Nanyang Academy of Fine Arts, Singapore; Singapore Pioneers social network; and Polyglot Medicine knowledge graph of Asian traditional and herbal medicine. Lessons learned from a small user study are incorporated in the discussion. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
29. Applicability of Domain-Specific Application Framework for End-User Development
- Author
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Chusho, Takeshi
- Abstract
It is preferable for business professionals to develop web applications which must be modified frequently based on their needs. A website for matching is a typical example because various matching websites for C2C (Consumer to Consumer) have recently been opened in relation to the "sharing economy". In our case studies on end-user development, web applications are developed using domain-specific application frameworks. Applicability of these domain-specific application frameworks has a tradeoff relation with programming granularity in which business logic is expressed. The template for the business logic definition based on three-tier architecture of user interfaces, business logic and databases improves the applicability. [For full proceedings, see ED571459.]
- Published
- 2016
30. Interactive paper tearing
- Author
-
Camille Schreck, Damien Rohmer, Stefanie Hahmann, Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments (IMAGINE ), Inria Grenoble - Rhône-Alpes, Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Laboratoire Jean Kuntzmann (LJK ), Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP )-Institut National de Recherche en Informatique et en Automatique (Inria)-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019])-Centre National de la Recherche Scientifique (CNRS)-Université Grenoble Alpes [2016-2019] (UGA [2016-2019]), Department of Computer Science [Lyon] (CPE), École supérieure de Chimie Physique Electronique de Lyon (CPE)-Université de Lyon, European Project: 291184,EC:FP7:ERC,ERC-2011-ADG_20110209,EXPRESSIVE(2012), and École Supérieure de Chimie Physique Électronique de Lyon (CPE)-Université de Lyon
- Subjects
Three-Dimensional Graphics and Realism ,Computer science ,Scientific visualization ,020207 software engineering ,Context (language use) ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,02 engineering and technology ,Animation ,01 natural sciences ,Computer Graphics and Computer-Aided Design ,[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] ,Computer graphics ,Real-time computer graphics ,Physics::Plasma Physics ,Computer graphics (images) ,0103 physical sciences ,Path (graph theory) ,Tearing ,Physics::Space Physics ,0202 electrical engineering, electronic engineering, information engineering ,Tears ,010306 general physics ,Algorithm ,3D computer graphics - Abstract
International audience; We propose an efficient method to model paper tearing in the context of interactive modeling. The method uses geometrical information to automatically detect potential starting points of tears. We further introduce a new hybrid geometrical and physical-based method to compute the trajectory of tears while procedurally synthesizing high resolution details of the tearing path using a texture based approach. The results obtained are compared with real paper and with previous studies on the expected geometric paths of paper that tears.
- Published
- 2017
31. Innovative Smart Phone Learning System for Graphical Systems within COVID-19 Pandemic
- Author
-
Tawafak, Ragad M., Alfarsi, Ghaliya, and Jabbar, Jasiya
- Abstract
With restrictions on face-to-face clinical consultations within the COVID-19 pandemic and the challenges faced by healthcare systems in delivering patient care, alternative information technologies like telemedicine and smartphones play a crucial role. A wide variety of smartphone applications employs high-tech mathematical and programming approaches to enhance computer-assisted communication and learning processes' pedagogical efficiency. Accordingly, this study's main objective is to develop a model system that can function as smartphone computer graphics. This paper used the Technology Acceptance Model (TAM) as an m-learning model, and Bresenham's line algorithm is a calculation system implemented by applications. The study method applies technology to validate the accuracy of the contents' acceptance method of use. The results reveal significant positive effects of the proposed model on generating reasonable, fast, and accurate solutions for the presented problems and developing a more interactive platform of m-learning.
- Published
- 2021
32. Prototyping Visual Learning Analytics Guided by an Educational Theory Informed Goal
- Author
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Hillaire, Garron, Rappolt-Schlichtmann, Gabrielle, and Ducharme, Kim
- Abstract
Prototype work can support the creation of data visualizations throughout the research and development process through paper prototypes with sketching, designed prototypes with graphic design tools, and functional prototypes to explore how the implementation will work. One challenging aspect of data visualization work is coordinating the expertise of people from a variety of roles to produce data visualizations guided by an educational theory informed goal (ETIG) in order to better support research. When collaborating, concessions must be made: typically, everyone seeks to follow the best practices established within their own disciplines. This paper attempts to illustrate how to rethink this interdisciplinary approach to adhere more strictly to educational research goals and consider how we may need to, at times, break away from best practices with the intent to evaluate the novel decisions resulting from this approach. A case study of the creation of a self-reported emotional measure is used to illustrate this type of collaboration. By taking this approach, a clear departure from best practices occurs in the scale selection for the visualization in order to support the ETIG.
- Published
- 2016
33. Drawing across Media: A Cross-Sectional Experiment on Preschoolers' Drawings Produced Using Traditional versus Electronic Mediums
- Author
-
Kirkorian, Heather L., Travers, Brittany G., Jiang, Matthew J., Choi, Koeun, Rosengren, Karl S., Pavalko, Porter, and Tolkin, Emma
- Abstract
Young children's growing access to touchscreen technology represents one of many contextual factors that may influence development. The focus of the current study was the impact of traditional versus electronic drawing materials on the quality of children's drawings during the preschool years. Young children (2-5 years, N = 73) and a comparison group of adults (N = 24) copied shapes using three mediums: marker on paper, stylus on touchscreen tablet, finger on touchscreen tablet. Drawings were later deemed codable or uncodable (e.g., scribbles), and codable drawings were then scored for subjective quality on a 4-point scale. Girls and older children (vs. boys and younger children) produced more codable drawings; however, this gap closed when children drew with their finger on a tablet. Medium also affected the quality of adults' drawings, favoring marker on paper. Thus, drawing on a tablet helped younger children produce drawings but resulted in lower quality drawings among adults. These findings underscore the importance of considering environmental constraints on drawing production. Moreover, since clinical assessments often include measures of drawing quality, and sometimes use tablet computers for drawing, these findings have practical implications for education and clinical practice.
- Published
- 2020
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- View/download PDF
34. Improving PDF readability of scientific papers on computer screens.
- Author
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Moustafa, Khaled
- Subjects
- *
COMPUTER graphics , *INFORMATION display systems , *READABILITY (Literary style) , *READING , *RESEARCH - Abstract
Reading scientific papers in portable document format (PDF)-columned formats on computer screens is sometimes daunting and unfriendly. This is mainly due to the fact that PDF-columned texts are often truncated from the top or the bottom of pages so that readers have to scroll up–down repeatedly in the same page to get the whole text read. To make the reading process as smooth as possible, PDF viewers should be designed as responsive tools with responsive layouts that should automatically adapt the amount of readable text to the sizes of the displaying monitors so that readers will not waste time in repetitive vertical and horizontal scrolling movements within the same page. Here, I discuss such a problem-solving proposal that could be implemented in PDF viewers to improve the readability of PDF-columned texts and to make the reading process as flexible and painless as possible. [ABSTRACT FROM PUBLISHER]
- Published
- 2016
- Full Text
- View/download PDF
35. Funny English in the Digital World
- Author
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Jaroenkitboworn, Kandaporn
- Abstract
This paper aims to study English jokes on Facebook. Since the current generation of our students is often described as Net Geners, learning the English language via jokes posted on social media can be one of the supportive ways for EFL learners to improve their L2 linguistic competence as well as L2 humor competence. The data, or jokes, in this study were collected from one of the most popular public pages, entitled "English is Fun". Seventy four jokes (out of 200 posts) from 1 to 16 April 2019 were collected and analyzed. The study result revealed that there were two major types of jokes: one was in a textual form while the other was a mixed-code message, or a combination of verbal and non-verbal elements. The latter was further classified into two subtypes: one had a verbal element as the primary factor to provoke humor while the other required interaction between the verbal element and nonverbal element. In addition, the findings showed that there were four types of logical mechanisms: pun, false analogy, faulty reasoning, and satire. As jokes can be a good source of teaching materials, three possible ways for using jokes in teaching the English language were suggested.
- Published
- 2020
36. Digital Tools to Enrich Our Virtual Classroom for Innovative Teachers & Students
- Author
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Bhat, Bilal Ahmad
- Abstract
The year of 2020 has been a transformative year to play the roles of teachers. Everything has changed, including the way kids and university students go to school. During the pandemic, most of the world instated social distancing rules, 20-second hand-washing practices, and preventive mask-wearing in public. To say this affected the way educators and students interact is an understatement. In March 2020, millions of children transitioned from face-to-face classrooms to some kind of virtual education set up at home. During the first months of the pandemic, teachers had to scramble and find the best ways to set up a virtual classroom that would keep their students engaged. In these months, educators at every level tested tools and programs until they found their favorites. The goal of the present paper is to make a review about some tools of virtual teaching with the aim of identifying and analyzing the tools which potentiate the learning process. Digital learning is increasingly influencing both classroom/campus-based teaching but more important is leading to new models or designs for teaching and learning. Digital learning is an instructional practice that ultimately helps students. It makes use of a broad range of technology-enhanced educational strategies. It includes blended learning, flipped learning, personalized learning, and other strategies that rely on digital tools to a small or large degree. [This chapter was published in: R. Udhaya Mohan Babu (Ed.), "Technology Learning in Contemporary World" ISBN- 978-81-949205-7-1 (pp. 56-6). Krishna Publication House, 2020.]
- Published
- 2020
37. Digital field mapping-making the change from paper to touchscreen technology.
- Author
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Muir, R.J.
- Subjects
- *
DIGITAL mapping , *COMPUTER graphics , *COMPUTERS in cartography , *TOUCH screens - Abstract
Current desktop technology is largely mouse-driven, but many analysts predict that in less than five years we will have a professional workforce that have only experienced learning in a touchscreen environment. Midland Valley have developed a digital mapping tool for smartphones called FieldMove Clino, which has been downloaded more than 20 000 times over the past year. The free version offers an effective way of introducing students to digital field mapping. However, many geoscience departments and teachers of field mapping have yet to make the switch from traditional paper-based methods to digital technology. This article aims to answer some of the frequently asked questions about digital field mapping and outlines some of the advantages for improving field skills and geological thinking in students. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
38. Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies
- Author
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Pando Cerra, Pablo, Fernández Álvarez, Humberto, Busto Parra, Bernardo, and Iglesias Cordera, Paula
- Abstract
Game-Based Learning (GBL) is increasingly widespread as a learning technique in the engineering studies. However, this innovative methodology may be difficult to incorporate in some subjects due to their complex contents. This paper aims at combining traditional learning methodologies with game mechanics by using an ad-hoc gaming web environment and mobile devices to analyse the academic performance and motivation in engineering studies. A comparative study was carried out with 96 first-year engineering students. In this experience, the students were randomly divided into two groups: Control Group (CG) and Experimental Group (EG). The first group made use of the traditional learning methodology used, whilst the second group combined the traditional methodology with GBL and Information and Communication Technologies (ICT). The obtained results show that EG students significantly improve their academic performance and motivation, expressing a succinctly greater interest in the studied subject. Therefore, the integration of GBL in the teaching methodology could have a very positive impact as well as it could greatly ease the teaching-learning process in engineering studies.
- Published
- 2022
- Full Text
- View/download PDF
39. 18‐1: Invited Paper: Modeling and Optimizing Human‐in‐the‐Loop Visual Perception Using Immersive Displays: A Review.
- Author
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Sun, Qi, Duinkharjav, Budmonde, and Patney, Anjul
- Subjects
COMPUTER graphics ,COMPUTER engineering ,HEAD-mounted displays ,INFORMATION display systems - Abstract
New and rapidly‐evolving classes of display devices bridge the gap between us and the immersive experiences of the future. The most intimate of these displays are the Virtual‐ and Augmented‐Reality (VR and AR) ones, because they are capable of presenting synthetic environments that rival those in the real world. This ecosystem of personal and highly‐immersive displays offers new challenges for research in computer graphics, display technologies, and human visual perception. While the extensive advancements in the areas of display and computer graphics technologies traditionally end at the on‐screen "image," there are several untapped opportunities for advances that exploit the interplay between the display characteristics and how our visual system perceives them. In this article, we review recent progress in understanding and modeling the perception of immersive displays, as well as perceptually optimizing display technologies for immersive experiences. We present this review in the form of a taxonomy that maps the various properties of modern displays with the perceptual phenomenon that most closely interacts with them. From this taxonomy, we deduce several unsolved challenges in understanding human perception of displays, as well as perceptually‐optimal characteristics of future displays. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
40. Computer Vision, Imaging and Computer Graphics Theory and Applications, 10th International Joint Conference, VISIGRAPP 2015, Berlin, Germany, March 11-14, 2015, Revised Selected Papers
- Author
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Lars Linsen, José Braz, Sebastiano Battiato, Paul Richard, Julien Pettré, Andreas Kerren, Francisco H. Imai, Visual servoing in robotics, computer vision, and augmented reality (Lagadic), Inria Sophia Antipolis - Méditerranée (CRISAM), Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Inria Rennes – Bretagne Atlantique, Institut National de Recherche en Informatique et en Automatique (Inria)-SIGNAUX ET IMAGES NUMÉRIQUES, ROBOTIQUE (IRISA-D5), Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Université de Rennes 1 (UR1), Université de Rennes (UNIV-RENNES)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-Télécom Bretagne-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Université de Rennes 1 (UR1), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-Télécom Bretagne-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Institut National des Sciences Appliquées (INSA)-Université de Rennes (UNIV-RENNES)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Télécom Bretagne-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS), Laboratoire Angevin de Recherche en Ingénierie des Systèmes (LARIS), Université d'Angers (UA), Università degli studi di Catania [Catania], Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-Télécom Bretagne-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Université de Rennes (UR)-Institut National des Sciences Appliquées - Rennes (INSA Rennes), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Institut National de Recherche en Informatique et en Automatique (Inria)-Télécom Bretagne-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS)-Institut de Recherche en Informatique et Systèmes Aléatoires (IRISA), Institut National des Sciences Appliquées (INSA)-Institut National des Sciences Appliquées (INSA)-Université de Bretagne Sud (UBS)-École normale supérieure - Rennes (ENS Rennes)-Télécom Bretagne-CentraleSupélec-Centre National de la Recherche Scientifique (CNRS), and Università degli studi di Catania = University of Catania (Unict)
- Subjects
Computer graphics ,[SPI]Engineering Sciences [physics] ,Computer science ,business.industry ,0202 electrical engineering, electronic engineering, information engineering ,020206 networking & telecommunications ,020201 artificial intelligence & image processing ,Computer vision ,Joint (building) ,02 engineering and technology ,Artificial intelligence ,business - Abstract
Computer Vision, Imaging and Computer Graphics - Theory and Applications : International Joint Conference, VISIGRAPP 2015, Berlin, Germany, March 11-14, 2015, Revised Selected Papers
- Published
- 2016
41. Art Papers Jury: Introduction.
- Author
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West, Ruth
- Subjects
- *
COMPUTER graphics , *INTERACTIVE art - Abstract
An introduction to a series of art papers that were selected for the Association for Computing Machinery's 2017 Special Interest Group on Computer Graphics and Interactive Techniques (SIGGRAPH) Art Papers, including those by Julieta Aguilera, Angus Forbes, and Jon McCormack.
- Published
- 2017
- Full Text
- View/download PDF
42. Inventing the Invented for STEM Understanding
- Author
-
Stansell, Alicia, Tyler-Wood, Tandra, and Stansell, Christina
- Abstract
The reverse engineering of simple inventions that were of historic significance is now possible in a classroom by using digital models provided by places like the Smithsonian. The digital models can facilitate the mastery of students' STEM learning by utilizing digital fabrication in maker spaces to provide an opportunity for reverse engineer and the creation of working models of the inventions. Students can start with understanding the original design, and then modify it to create working replicas and proximities showing the understanding of the underlying STEM concepts. [For full proceedings, see ED571332.]
- Published
- 2016
43. Latent Class Modeling of Children's Preference Profiles on Tangible and Graphical Robot Programming
- Author
-
Sapounidis, Theodosios, Stamovlasis, Dimitrios, and Demetriadis, Stavros
- Abstract
Contribution: Prior studies on tangible versus graphical user interfaces have reported controversial findings concerning children's preferences. This paper shows that their preference profiles in the domain of introductory programming are associated with gender and age for both interfaces. Background: The relevant literature mainly consists of empirical research into the possible advantages and weaknesses of tangible user interfaces versus graphical user interfaces in the domain of programming for children. Research designs have considered aspects of usability, attractiveness and users' collaboration. Existing findings are not clear. Methodological issues, e.g., limitations of simple statistics, may have limited the clarify and usefulness of findings to date. The present study explores children's preferences profiles. Research Questions: Two research questions were posited: the first focused on the latent profiles of children's preferences for the two programming interfaces (tangible or graphical), and the second focused on the association of these profiles with gender and age. Methodology: Children ( N=148 ) aged from six to 13 years old participated in this paper. Eight variables related to the attractiveness, collaboration, and usability factors for the tangible and graphical programming interfaces were measured and analyzed by Latent Class Analysis, a model-based clustering method that can reveal distinct preference-profiles and associate them with individual differences. Findings: The patterns of responses are consistent across items for both interfaces. The graphical programming interface strongly trisects children's preferences profiles; the three latent profiles encountered were associated with gender and age.
- Published
- 2019
- Full Text
- View/download PDF
44. A Knowledge Graph to Understand Nursing Big Data: Case Example for Guidance.
- Author
-
Hussey P, Das S, Farrell S, Ledger L, and Spencer A
- Subjects
- Humans, Nursing Theory, Translational Research, Biomedical, Big Data, Computer Graphics, Knowledge, Nursing Informatics
- Abstract
Purpose: To provide a summary of research on ontology development in the Centre of eIntegrated Care at Dublin City University, Ireland., Design: Design science methods using Open Innovation 2.0., Methods: This was a co-participatory study focusing on adoption of health informatics standards and translation of nursing knowledge to advance nursing theory through a nursing knowledge graph (NKG). In this article we outline groundwork research conducted through a focused analysis to advance structural interoperability and to inform integrated care in Ireland. We provide illustrated details on a simple example of initial research available through open access., Findings: For this phase of development, the initial completed research is presented and discussed., Conclusions: We conclude by promoting the use of knowledge graphs for visualization of diverse knowledge translation, which can be used as a primer to gain valuable insights into nursing interventions to inform big data science in the future., Clinical Relevance: In line with stated global policy, the uptake and use of health informatics standards in design science within the profession of nursing is a priority. Nursing leaders should initially focus on health informatics standards relating to structural interoperability to inform development of NKGs. This will provide a robust foundation to gain valuable insights into articulating the nursing contribution in relation to the design of digital health and progress the nursing contribution to targeted data sources for the advancement of United Nations Sustainable Development Goal Three., (© 2021 Sigma Theta Tau International.)
- Published
- 2021
- Full Text
- View/download PDF
45. Construction, Identification, and Evaluation of Dengue Promotional Campaign Posters in a Language Classroom
- Author
-
Ahmed, Shabbir, Ali, Afida Mohamad, Rafik-Galea, Shameem, Ali, Afiza Mohamad, and Zulkefli, Nor Afiah Mohd
- Abstract
Health promotional campaign as the practice of encouraging people to improve health has increased over the last decades in response to various health problems. This paper highlights strategies used by students to develop persuasive promotional campaign posters regarding the dengue health problem. Communication and media studies students were involved to show the combined results between the knowledge of health communication and the effective use of media in constructing an effective and persuasive health messages. A total of 56 students from two cohorts, i.e. twenty-five master's students and thirty-one undergraduates were selected. Kurt Lewin's model of action research was used to set the tasks: campaign objectives, information on dengue, themes/slogans to write the posters either by drawing or designing using a computer. The students were divided into groups where each group was monitored to record, check and evaluate their message writing performances. This study uses the Health Message Review Tool for data analysis which is grounded in the theories of Extended Parallel Process Model and Persuasion Hierarchy Effect. The findings revealed that the participants were able to construct, identify and evaluate major multi modal features in the dengue posters and persuasive elements which included: verbal texts, images, colours, graphic designs, metaphors, 1-sided and 2-sided message, firm conclusion and frames with more effective appeals. It was concluded that similar strategies may well be used in producing other campaign materials such as brochures, pamphlets, and billboards. The linguistic and pedagogic implications are also discussed at the end.
- Published
- 2019
46. 'Peer Critique' in Debate: A Pedagogical Tool for Teaching Architectural Design Studio
- Author
-
Crolla, Kristof, Hodgson, Paula, and Ho, Angel Wai Yuk
- Abstract
Post-digital architectural education aims to empower future architects by developing open-mindedness and technical skills for the design of non-standard spatial configurations. Students can learn through exploration and experimentation, using three-dimensional graphic design software to generate initial designs and quality feedback, with a mixed model of peers and panel judges assessing final projects. Ratings of individual contributions and performance are commonly found in literature on peer assessment, but qualitative comments from peers can also provide good information on strengths and weaknesses. This study shows that peer critique in the form of debate can be an effective pedagogical tool for educators to provide quality feedback to the presenting group. This paper explores how architecture students responded to this method in a design studio for a master's degree in architecture in a university in Hong Kong. Interviews were audio-recorded, transcribed and subsequently analysed using the coding system of qualitative software NVivo 11. The responses of the students were positive, although they experienced differences in feedback from different stakeholders.
- Published
- 2019
47. e-Learning Objects Designing Approach for Programming-Based Problem Solving
- Author
-
Basuhail, Abdullah
- Abstract
Problem solving techniques are one of the primary topics introduced to the computing and information technology students in tertiary education. In general, those techniques are presented using a collection of traditional tools, such as texts, graphs, illustrations, procedural steps, pseudocodes, algorithms, and flowcharts. In many cases, there is no direct link between problem-solving from one side and the techniques and the programming structures used from the other side. This paper presents an approach that exploits computer interactive animations and graphics to implement learning objects for teaching and learning problem-solving based on computer programming. The main feature of this approach is its smoothness in associating the programming concepts and structures provided to the solution of a designated problem. Moreover, the developed learning objects are featured by the characteristic of reusability and possibility of inclusion in e-learning systems. The designed learning object can function as a workable hands-on model for the learners to get experience in programming. The technique we developed for the design and implementation of the learning objects for programming-based problem-solving can be utilized in other problem-solving disciplines.
- Published
- 2019
48. Computational design of iris folding patterns.
- Author
-
Igarashi, Yuki, Igarashi, Takeo, and Mitani, Jun
- Subjects
PAPER arts ,POLYGONS ,HANDICRAFT ,PATTERNS for crafts ,GREETING cards ,USER interfaces ,COMPUTER graphics - Abstract
Iris folding is an art-form consisting of layered strips of paper, forming a spiral pattern behind an aperture, which can be used to make cards and gift tags. This paper describes an interactive computational tool to assist in the design and construction of original iris folding patterns. The design of iris folding patterns is formulated as the calculation of a circumscribed polygonal sequence around a seed polygon. While it is possible to compute the positions of vertices analytically for a regular polygon, it is not straightforward to do so for irregular polygons. We give a numerical method for irregular polygons, which can be applied to arbitrary convex seed polygons. The user can quickly experiment with various patterns using the system prior to constructing the art-form. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
49. The optimal design of clinical trials with potential biomarker effects: A novel computational approach.
- Author
-
Lu Y, Zhou J, Xing L, and Zhang X
- Subjects
- Algorithms, Biomarkers, Humans, Monte Carlo Method, Computer Graphics, Software
- Abstract
As a future trend of healthcare, personalized medicine tailors medical treatments to individual patients. It requires to identify a subset of patients with the best response to treatment. The subset can be defined by a biomarker (eg, expression of a gene) and its cutoff value. Topics on subset identification have received massive attention. There are over two million hits by keyword searches on Google Scholar. However, designing clinical trials that utilize the discovered uncertain subsets/biomarkers is not trivial and rarely discussed in the literature. This leads to a gap between research results and real-world drug development. To fill in this gap, we formulate the problem of clinical trial design into an optimization problem involving high-dimensional integration, and propose a novel computational solution based on Monte Carlo and smoothing methods. Our method utilizes the modern techniques of general purpose computing on graphics processing units for large-scale parallel computing. Compared to a published method in three-dimensional problems, our approach is more accurate and 133 times faster. This advantage increases when dimensionality increases. Our method is scalable to higher dimensional problems since the precision bound of our estimated study power is a finite number not affected by dimensionality. To design clinical trials incorporating the potential biomarkers, users can use our software "DesignCTPB". This software can be found on Github and will be available as an R package on CRAN. Although our research is motivated by the design of clinical trials, the method can be used widely to solve other optimization problems involving high-dimensional integration., (© 2021 John Wiley & Sons, Ltd.)
- Published
- 2021
- Full Text
- View/download PDF
50. IEEE COMPUTER SOCIETY: Call for Papers.
- Subjects
- *
COMPUTERS , *COMPUTER graphics - Published
- 2022
- Full Text
- View/download PDF
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