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1. The Development of Digital Content in the Metaverse Combined with Participatory Communication and Learning with Religious Leader to Enhance Students' Perception of the Community Mosque

2. Organizing Metaphors for Design Methods

3. Korean Syntactic Complexity Analyzer (KOSCA): An NLP Application for the Analysis of Syntactic Complexity in Second Language Production

4. Games as a Mode of Instruction in Object-Oriented Concepts

5. The Effect of 3D-Stereogram Mobile AR on Engineering Drawing Course Outcomes among First-Year Vocational High Schoolers with Different Spatial Abilities: A Bloom's Taxonomy Perspective

6. Domain Specific Languages for Geometry Processing

7. Improving Ray Tracing Understanding with Immersive Environments

8. Sequential Analysis of Design Processes Performed by Design Experts and College Students in Infographic Design

9. A Bibliometric Exploration of Infographics as Tools for Visual Literacy in Education

10. Differences in Student-AI Interaction Process on a Drawing Task: Focusing on Students' Attitude towards AI and the Level of Drawing Skills

11. Teaching Academic Staff to Implement Interactive Graphics for Their Courses

12. Multimodal Remediation of Research Articles through Infographics and Graphical Abstracts

13. Designing and Evaluating an Augmented Reality System for an Engineering Drawing Course

14. How Visual Literacy Is Developed through Engineering Graphics Subjects

15. A Phenomenological Analysis of the Experience of Analogical Thinking in Graphic Design Elaborations

16. Can Electronic Board Increase the Motivation of Students to Study Mathematics?

17. Analyzing the Impact of Aesthetic Visual Design on Usability of E-Learning: An Emerging Economy Perspective

18. A Conceptual Framework on the Relationship of Digital Technology and Art

19. Web-Based Drawing for Students with Different Learning Styles and Cognitive Abilities

20. Innovative Smart Phone Learning System for Graphical Systems within COVID-19 Pandemic

21. ASIAVR: Asian Studies Virtual Reality Game a Learning Tool

22. Relating a Picture and 1000 Words: Self-Derivation through Integration within and across Presentation Formats

23. Active Learning Strategies and Applications for Engineering Design Graphics Courses

24. Improving Student Learning of Impulse and Momentum in Particle Dynamics through Computer Simulation and Animation

25. Effects of Tablet-Based Drawing and Paper-Based Methods on Medical Students' Learning of Gross Anatomy

26. Rulemaking as Play: A Transdisciplinary Inquiry about Virtual Worldmaking

27. Team-Based Learning in Online Education: The Development of Students' Creative Thinking Skills in Digital Art

28. Sequential Analysis of Design Processes Performed by Design Experts and College Students in Infographic Design

29. Effect of Divergent Thinking Models Based on Bitmap Graphical Sources towards Student's Achievement in Exploring Fact Essay Writing Content

30. Funny English in the Digital World

31. The Students Perspective on Using an E-Learning Platform: E-OWL

32. Digital Tools to Enrich Our Virtual Classroom for Innovative Teachers & Students

33. Project Thinking as the Basis of Design Creativity: Content and Features of Its Development among Bachelor-Designers

34. An Integrated Framework to Support Bachelor Design Students in 3-D Modeling

35. Effects of Using Game-Based Learning to Improve the Academic Performance and Motivation in Engineering Studies

36. Is There an Optimum of Realism in Computer-Generated Instructional Visualizations?

37. Software Engineering Education Knowledge Versus Industrial Needs

38. The Contribution of 3D Computer Modeling Education to Twenty-First Century Skills: Self-Assessment of Secondary School Students

39. Using Emoji to Improve Female Students' Coherence in Writing at Qassim University

40. Can Computer-Assisted Instructions through Tailored Motion Graphics Assist in Biology Teaching and Enhance Academic Results and Science Visual Literacy in Grade 8 Biology Learners in Mauritius?

41. An Essential Change to the Training of Computer Science Teachers: The Need to Learn Graphics

42. Co-Design of a 3D Virtual Campus for Synchronous Distance Teaching Based on Student Satisfaction: Experience at the University of Almería (Spain)

43. Motion Graphic Animation Videos to Improve the Learning Outcomes of Elementary School Students

44. Construction, Identification, and Evaluation of Dengue Promotional Campaign Posters in a Language Classroom

45. 'Peer Critique' in Debate: A Pedagogical Tool for Teaching Architectural Design Studio

46. Transforming Campus Voting Drives into Interdisciplinary Service-Learning Projects

47. e-Learning Objects Designing Approach for Programming-Based Problem Solving

48. Augmented Reality in Teaching Descriptive Geometry, Engineering and Computer Graphics -- Systematic Review and Results of the Russian Teachers' Experience

49. Comparing Three Input Devices for Sketching Assignments in E-Exams in Computer Science

50. Employing Infographics Based on Tablet Applications to Improve Professional Competence in the Light of the Digital Transformation of Education Technology Specialists

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