Academic literature on the topic 'Computer Graphics Tricks'

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Journal articles on the topic "Computer Graphics Tricks"

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Glassner, A. "Tricks of the trade [computer graphics]." IEEE Computer Graphics and Applications 21, no. 2 (2001): 80–87. http://dx.doi.org/10.1109/38.909018.

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Lasseter, John. "Tricks to animating characters with a computer." ACM SIGGRAPH Computer Graphics 35, no. 2 (May 2001): 45–47. http://dx.doi.org/10.1145/563693.563706.

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Minovich, Alexander E., Manuel Peter, Felix Bleckmann, Manuel Becker, Stefan Linden, and Anatoly V. Zayats. "Reflective Metasurfaces for Incoherent Light To Bring Computer Graphics Tricks to Optical Systems." Nano Letters 17, no. 7 (June 19, 2017): 4189–93. http://dx.doi.org/10.1021/acs.nanolett.7b01003.

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Singh, Gary. "An Infinite Bag of Tricks." IEEE Computer Graphics and Applications 31, no. 2 (March 2011): 4–5. http://dx.doi.org/10.1109/mcg.2011.15.

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Stenvert, R. "Tips and tricks for VersaCAD beginners." Computer-Aided Design 21, no. 10 (December 1989): 658. http://dx.doi.org/10.1016/0010-4485(89)90168-1.

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Sturman, John, and Dee L. Fabry. "Teaching students the techniques and tricks to create successful multimedia projects (the easy way)." ACM SIGGRAPH Computer Graphics 31, no. 3 (August 1997): 80–81. http://dx.doi.org/10.1145/262171.262271.

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Bingöl, Elif Naz, Ilgaz Taştekil, Cansu Yay, Nursena Keskin, and Pemra Ozbek. "How Epstein-Barr virus envelope glycoprotein gp350 tricks the CR2? A molecular dynamics study." Journal of Molecular Graphics and Modelling 114 (July 2022): 108196. http://dx.doi.org/10.1016/j.jmgm.2022.108196.

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Lee, Charles. "Running scared: Fear and space in Amnesia: The Dark Descent." Journal of Gaming & Virtual Worlds 13, no. 1 (March 1, 2021): 93–112. http://dx.doi.org/10.1386/jgvw_00030_1.

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Popular horror video game titles such as Outlast, Dead Space, and Amnesia: The Dark Descent are well-known for their effectiveness at evoking negative affects of terror and anxiety. The various camera tricks, control schemes, and visual cues these games deploy to confuse players and limit their sense of control and personal mastery. This article examines how Frictional Games’s Amnesia: The Dark Descent pairs confined spatial layouts with an intentionally vague user interface design to disorient players and heighten the likelihood that they will walk into one of the game’s threatening monsters. This article deploys Marxist and Affect theory conceptualizations of proximity and space to analyse how the game’s use of corners frighten players by narrowing their available field of view. The resulting analysis examines the negative feelings and subjective experiences players are likely to feel when they are unable to properly see the virtual diegetic world with absolute clarity.
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Lee, Charles. "Running scared: Fear and space in Amnesia: The Dark Descent." Journal of Gaming & Virtual Worlds 13, no. 1 (March 1, 2021): 93–112. http://dx.doi.org/10.1386/jgvw_00030_1.

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Popular horror video game titles such as Outlast, Dead Space, and Amnesia: The Dark Descent are well-known for their effectiveness at evoking negative affects of terror and anxiety. The various camera tricks, control schemes, and visual cues these games deploy to confuse players and limit their sense of control and personal mastery. This article examines how Frictional Games’s Amnesia: The Dark Descent pairs confined spatial layouts with an intentionally vague user interface design to disorient players and heighten the likelihood that they will walk into one of the game’s threatening monsters. This article deploys Marxist and Affect theory conceptualizations of proximity and space to analyse how the game’s use of corners frighten players by narrowing their available field of view. The resulting analysis examines the negative feelings and subjective experiences players are likely to feel when they are unable to properly see the virtual diegetic world with absolute clarity.
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Park, Heechun, Bon Woong Ku, Kyungwook Chang, Da Eun Shim, and Sung Kyu Lim. "Pseudo-3D Physical Design Flow for Monolithic 3D ICs: Comparisons and Enhancements." ACM Transactions on Design Automation of Electronic Systems 26, no. 5 (June 5, 2021): 1–25. http://dx.doi.org/10.1145/3453480.

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Studies have shown that monolithic 3D ( M3D ) ICs outperform the existing through-silicon-via ( TSV ) -based 3D ICs in terms of power, performance, and area ( PPA ) metrics, primarily due to the orders of magnitude denser vertical interconnections offered by the nano-scale monolithic inter-tier vias. In order to facilitate faster industry adoption of the M3D technologies, physical design tools and methodologies are essential. Recent academic efforts in developing an EDA algorithm for 3D ICs, mainly targeting placement using TSVs, are inadequate to provide commercial-quality GDS layouts. Lately, pseudo-3D approaches have been devised, which utilize commercial 2D IC EDA engines with tricks that help them operate as an efficient 3D IC CAD tool. In this article, we provide thorough discussions and fair comparisons (both qualitative and quantitative) of the state-of-the-art pseudo-3D design flows, with analysis of limitations in each design flow and solutions to improve their PPA metrics. Moreover, we suggest a hybrid pseudo-3D design flow that achieves both benefits. Our enhancements and the inter-mixed design flow, provide up to an additional 26% wirelength, 10% power consumption, and 23% of power-delay-product improvements.
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Dissertations / Theses on the topic "Computer Graphics Tricks"

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VALERIANO, CAIO C. S. "Emprego de simulação computacional para avaliação de objetos simuladores impressos 3D para aplicação em dosimetria clínica." reponame:Repositório Institucional do IPEN, 2017. http://repositorio.ipen.br:8080/xmlui/handle/123456789/28015.

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Submitted by Pedro Silva Filho (pfsilva@ipen.br) on 2017-11-16T18:08:36Z No. of bitstreams: 0
Made available in DSpace on 2017-11-16T18:08:36Z (GMT). No. of bitstreams: 0
O propósito de um objeto simulador é representar a alteração do campo de radiação provocada pela absorção e espalhamento em um dado tecido ou órgão de interesse. Suas características geométricas e de composição devem estar próximos o máximo possível aos valores associados ao seu análogo natural. Estruturas anatômicas podem ser transformadas em objetos virtuais 3D por técnicas de imageamento médico (p. ex. Tomografia Computadorizada) e impressas por prototipagem rápida utilizando materiais como, por exemplo, o ácido poliláctico. Sua produção para pacientes específicos requer o preenchimento de requisitos como a acurácia geométrica com a anatomia do individuo e a equivalência ao tecido, de modo que se possa realizar medidas utilizáveis, e ser insensível aos efeitos da radiação. O objetivo desse trabalho foi avaliar o comportamento de materiais impressos 3D quando expostos a feixes de fótons diversos, com ênfase para a qualidade de radiotherapia (6 MV), visando a sua aplicação na dosimetria clínica. Para isso foram usados 30 dosímetros termoluminescentes de LiF:Mg,Ti. Foi analisada também a equivalência entre o PMMA e o PLA impresso para a resposta termoluminescente de 30 dosímetros de CaSO4:Dy. As irradiações com feixes de fótons com qualidade de radioterapia foram simuladas com o uso do sistema de planejamento Eclipse™, com o Anisotropic Analytical Algorithm e o Acuros® XB Advanced Dose Calculation algorithm. Além do uso do Eclipse™ e dos testes dosimétricos, foram realizadas simulações computacionais utilizando o código MCNP5. As simulações com o código MCNP5 foram realizadas para calcular o coeficiente de atenuação de placas impressas expostas a diversas qualidades de raios X de radiodiagnóstico e para desenvolver um modelo computacional de placas impressas 3D.
Dissertação (Mestrado em Tecnologia Nuclear)
IPEN/D
Instituto de Pesquisas Energéticas e Nucleares - IPEN-CNEN/SP
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Vũ, John Huân. "Software Internationalization: A Framework Validated Against Industry Requirements for Computer Science and Software Engineering Programs." DigitalCommons@CalPoly, 2010. https://digitalcommons.calpoly.edu/theses/248.

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View John Huân Vũ's thesis presentation at http://youtu.be/y3bzNmkTr-c. In 2001, the ACM and IEEE Computing Curriculum stated that it was necessary to address "the need to develop implementation models that are international in scope and could be practiced in universities around the world." With increasing connectivity through the internet, the move towards a global economy and growing use of technology places software internationalization as a more important concern for developers. However, there has been a "clear shortage in terms of numbers of trained persons applying for entry-level positions" in this area. Eric Brechner, Director of Microsoft Development Training, suggested five new courses to add to the computer science curriculum due to the growing "gap between what college graduates in any field are taught and what they need to know to work in industry." He concludes that "globalization and accessibility should be part of any course of introductory programming," stating: A course on globalization and accessibility is long overdue on college campuses. It is embarrassing to take graduates from a college with a diverse student population and have to teach them how to write software for a diverse set of customers. This should be part of introductory software development. Anything less is insulting to students, their family, and the peoples of the world. There is very little research into how the subject of software internationalization should be taught to meet the major requirements of the industry. The research question of the thesis is thus, "Is there a framework for software internationalization that has been validated against industry requirements?" The answer is no. The framework "would promote communication between academia and industry ... that could serve as a common reference point in discussions." Since no such framework for software internationalization currently exists, one will be developed here. The contribution of this thesis includes a provisional framework to prepare graduates to internationalize software and a validation of the framework against industry requirements. The requirement of this framework is to provide a portable and standardized set of requirements for computer science and software engineering programs to teach future graduates.
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Books on the topic "Computer Graphics Tricks"

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Oliver, Dick. Tricks of the graphics gurus. Carmel, Ind: Sams Pub., 1993.

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3D graphics: Tips, tricks & techniques. Boston: AP Professional, 1996.

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O, Head George. 1000 AutoCAD tips & tricks. 3rd ed. Chapel Hill, NC: Ventana Press, 1993.

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Head, George O. 1000 AutoCAD tips & tricks. 4th ed. Chapel Hill, NC: Ventana Press, 1995.

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Doster, Head Jan, ed. 1000 AutoCAD tips & tricks. 4th ed. Chapel Hill, NC: Ventana Press, 1995.

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Photoshop 6.0 down & dirty tricks. 2nd ed. Dunedin, FL: NAPP Pub., 2000.

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O, Head George. 1000 AutoCAD tips and tricks. Chapel Hill, NC: Ventana Press, 1989.

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Doster, Head Jan, ed. 1000 AutoCAD tips and tricks. 2nd ed. Chapel Hill, NC: Ventana Press, 1991.

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Photoshop CS down & dirty tricks. Indianapolis: New Riders, 2004.

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Kelby, Scott. Photoshop 7 down & dirty tricks. Indianapolis, IN: New Riders Pub., 2002.

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Book chapters on the topic "Computer Graphics Tricks"

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D’Errico, Fabrizio, and Maurizio Dalla Casa. "The Sequence of Events Assisted by Computer Graphics: Two Case Studies." In The Sequence of Event Analysis in Criminal Trials, 105–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2016. http://dx.doi.org/10.1007/978-3-662-47898-1_7.

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Fernandes, Roshan, Arjun P. Gaonkar, Pratheek J. Shenoy, Anisha P. Rodrigues, Mohan B. A., and Vijaya Padmanabha. "Efficient Virtual Reality-Based Platform for Virtual Concerts." In Multimedia and Sensory Input for Augmented, Mixed, and Virtual Reality, 148–64. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-4703-8.ch008.

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Virtual reality is a computer-generated three-dimensional environment where seemingly real graphics are used to simulate an imaginary world. It is generally accessed by using a special VR helmet or spectacles which enable you to access this imaginary world. Virtual reality uses the concept of split-screen to project to different images to our eyes in a selected angle which makes our brain believe that we are viewing a three-dimensional image. This tricks the brain into thinking that the human is standing in a three-dimensional environment where they can move around. Over the years, virtual reality has been included in a lot of traditional fields to challenge the endless possibilities in those fields. It has been used in medical sciences to train doctors, the aerospace industry to train the pilots and astronauts, the architecture industry to obtain maximum efficiency in designing the structures, and many more fields. VR gaming is also becoming a huge market where people can interact with the game components to get a realistic experience of being in a game. VR is also being used by counselors and psychiatrists around the world to treat people with mental health problems. In this chapter, the authors use the concept of virtual reality in the live music industry to simulate realistic music concerts by designing and developing a platform to host virtual concerts using virtual reality.
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Kasemsap, Kijpokin. "The Fundamentals of Human-Computer Interaction." In Encyclopedia of Information Science and Technology, Fourth Edition, 4199–209. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-2255-3.ch364.

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This article explains the overview of Human-Computer Interaction (HCI); cognitive models, socio-organizational issues, and stakeholder requirements; HCI and hand gesture recognition; and the multifaceted applications of HCI. HCI is a sociotechnological discipline whose goal is to bring the power of computers and communication systems to people in ways and forms that are both accessible and useful in the effective manner. HCI plays an important role in identifying the environmental and social issues which can affect the use of systems, and providing techniques to ensure the design of the system will be usable, effective, and safe. HCI draws on computer science, computer and communications engineering, graphic design, management, psychology, and sociology as it tries to make computer and communications systems ever more usable in executing tasks. HCI is an important consideration for any business that uses computers in their everyday operation.
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Kasemsap, Kijpokin. "The Fundamentals of Human-Computer Interaction." In Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 524–35. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch039.

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This chapter explains the overview of human-computer interaction (HCI); cognitive models, socio-organizational issues, and stakeholder requirements; HCI and hand gesture recognition; and the multifaceted applications of HCI. HCI is a sociotechnological discipline whose goal is to bring the power of computers and communication systems to people in ways and forms that are both accessible and useful in the effective manner. HCI plays an important role in identifying the environmental and social issues that can affect the use of systems, and provide techniques to ensure the design of the system will be usable, effective, and safe. HCI draws on computer science, computer and communications engineering, graphic design, management, psychology, and sociology as it tries to make computer and communications systems ever more usable in executing tasks. HCI is an important consideration for any business that uses computers in their everyday operation.
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Beisheim, Nicolai, Markus Kiesel, Markus Linde, and Tobias Ott. "Evaluation and Development of Digital Collaboration Techniques for Interdisciplinary Collaboration." In Advances in Transdisciplinary Engineering. IOS Press, 2020. http://dx.doi.org/10.3233/atde200101.

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In innovative industrial companies, collaboration techniques and laboratories have been in use for years. What historically started with teleconferencing instead of business trips has now reached the status of normal tools for interdisciplinary cooperation in these companies with advances in technologies such as PCs and data broadband as well as software such as Computer Aided Design (CAD), Virtual Reality (VR) and Augmented Reality (AR). But the collaboration techniques are often installed in extra rooms, e.g. video conferencing facilities and large VR laboratories. Other technologies such as chat programs can be used by any employee directly at his workplace. Without the use of these techniques, the short development times required today in many industrial sectors cannot be achieved and even remote maintenance of machines at the customer’s would be impossible for machine manufacturers. Within a research project, digital collaboration techniques are inspected and evaluated regarding their suitability for interdisciplinary cooperation in various applications. Collaboration techniques include special hardware for graphic simulations and head-mounted displays for 360∘ visualization of digital objects. Additionally different software for cooperation with graphics, video and conference programs distributed over several locations is tested, evaluated and partly newly developed. The application cases are processes from engineering and for planning of buildings. Based on the requirements determined during the tests, a new user-friendly mobile collaboration environment was developed. This collaboration environment integrates the different technologies of graphic simulation as well as already established methods such as video transmission or video conferencing and chat programs in a suitcase system.
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Hawrylak, Peter J., Chris Hartney, Mauricio Papa, and John Hale. "Using Hybrid Attack Graphs to Model and Analyze Attacks against the Critical Information Infrastructure." In Critical Information Infrastructure Protection and Resilience in the ICT Sector, 173–97. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2964-6.ch009.

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The Smart Grid will incorporate computer networking technologies into the electrical generation, transmission, and distribution sectors. Thus, there will be an underlying Critical Information Infrastructure (CII) based on these network connections. This CII is vulnerable to traditional cyber or computer based attacks typically geared toward disabling devices or networks. However, the Smart Grid is also vulnerable to physical attacks where sensors are tricked into reporting false conditions that cause the control system to react in an inappropriate manner. Cyber-physical attacks blending both cyber and physical attack components are also a possibility. Techniques to model cyber-attacks exist, and this chapter presents a modeling methodology, termed hybrid attack graphs, to model cyber-physical attacks. The hybrid attack graph formalism can be applied to develop best practice guidelines and security patches for the Smart Grid. This formalism can also be applied to other cyber-physical domains as well to help bridge the gap between the physical, logical, and network domains.
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Hawrylak, Peter J., Chris Hartney, Mauricio Papa, and John Hale. "Using Hybrid Attack Graphs to Model and Analyze Attacks against the Critical Information Infrastructure." In Cyber Behavior, 2098–124. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5942-1.ch110.

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The Smart Grid will incorporate computer networking technologies into the electrical generation, transmission, and distribution sectors. Thus, there will be an underlying Critical Information Infrastructure (CII) based on these network connections. This CII is vulnerable to traditional cyber or computer based attacks typically geared toward disabling devices or networks. However, the Smart Grid is also vulnerable to physical attacks where sensors are tricked into reporting false conditions that cause the control system to react in an inappropriate manner. Cyber-physical attacks blending both cyber and physical attack components are also a possibility. Techniques to model cyber-attacks exist, and this chapter presents a modeling methodology, termed hybrid attack graphs, to model cyber-physical attacks. The hybrid attack graph formalism can be applied to develop best practice guidelines and security patches for the Smart Grid. This formalism can also be applied to other cyber-physical domains as well to help bridge the gap between the physical, logical, and network domains.
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Polimeni, Beniamino. "Platonic Solids and Spatial Visualization." In Advances in Media, Entertainment, and the Arts, 484–96. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0029-2.ch020.

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In last decades computer graphics design systems emerged as key players in architectural design, on the one hand leading to a combination of parametric, process-driven architecture and applied geometry, and on the other hand, to a new role of architects as makers, and craft-people, able to bring together architecture as an interplay between art and craftsmanship. This unique dual perspective about architectural practice and education inspires this paper, which tries to analyze how a set of basic volumetric transformations can generate complex spatial outcomes. Using platonic solids as base volumes, we will explore different ideas, applying generalized extrusions, remesh schemes of subdivision and multiplication of the object's faces, and a set of tools to create high-genus meshes. Starting from these new objects, a set of solid wireframe structures will be created as well. The goal of this process is to create a basic guideline to explore the spatial design language: a set of illustrated steps to activate architectural inquiry and to generate innovative design solutions.
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Conference papers on the topic "Computer Graphics Tricks"

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Nghiem, Nicolas. "Mathematical Tricks for scalable and appealing crowds in Walt Disney Animation Studios’ ”Raya and the Last Dragon”." In SIGGRAPH '21: Special Interest Group on Computer Graphics and Interactive Techniques Conference. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3450623.3464650.

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Imai, Norihiro, and Masao Seki. "Some Trials to Improve Uniformity of Film Thickness by Manual Thermal Spraying." In ITSC2004, edited by Basil R. Marple and Christian Moreau. ASM International, 2004. http://dx.doi.org/10.31399/asm.cp.itsc2004p0673.

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Abstract In this article, three methods are studied to improve the uniformity of film thickness by manual thermal spraying. These methods are projection of personal computer graphics by the liquid crystal projector, irradiation of the laser ray, and on-line measurement of metal wire length for the thermal spraying.
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Трифанков, Юрий, Yuriy Trifankov, Дмитрий Кошлаков, and Dmitriy Koshlakov. "Visualization in socially-humanitarian disciplines." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-1-104-107.

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The paper studies some methods of visualization in socially-humanitarian studies and teaching of socially-humanitarian disciplines. Two methods of visualization in social and humanitarian disciplines are considered. The first trick is based on the involvement of visual documents (photographs, newsreels, etc.). As a second method of visualization, a visual representation of knowledge is considered. Informative examples of knowledge visualization are reported. The first example is concerned with army rearmament. The second and third part is concerned with Second World War.
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Bailey, Mike, Matt Clothier, and Nick Gebbie. "Realtime Dome Imaging and Interaction: Towards Immersive Design Environments." In ASME 2006 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2006. http://dx.doi.org/10.1115/detc2006-99155.

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As engineering design becomes more and more complex, we predict that the field will look to immersive environments as a way to create more natural interactions with design ideas. But, helmets are bulky and awkward. A better solution for immersive design is a partial dome. Originally the exclusive domain of flight simulators, dome projection is now being brought to the masses with less expensive dome displays and because its immersiveness makes it such a unique design and display experience. A fisheye lens is needed for the projector to display across the nearly 180° of the dome. This necessarily introduces a distortion of the graphics that is being displayed through it. The trick is to then “pre-distort” the graphics in the opposite direction before sending it on to the projector. This paper describes the use of the OpenGL Shading Language (GLSL) to perform this non-linear dome distortion transformation in the GPU. This makes the development of dome-ready interactive graphics code barely different from developing monitor-only graphics code, and with little runtime performance penalty. The shader code is given along with real examples from our work with San Diego’s Reuben H. Fleet Science Center.
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Hastrdlová, Šárka. "The concept of power in computer-mediated communication." In Eighth Brno Conference on Linguistics Studies in English. Brno: Masaryk University Press, 2020. http://dx.doi.org/10.5817/cz.muni.p210-9767-2020-3.

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There has been a recent increase of interest in the phenomenon of power amongst linguists and also philosophers. The presented article attempts to consider power and ways in which it is exercised through language of computer-mediated communication (further CMC). This unique environment is determined by the specific conditions of an Internet chat room, such as anonymity and no audio-visual cues. In the theoretical part, Watts’s and Diamond’s investigations of power in various open and closed groups in oral communication are discussed and the notion of status is presented. The author divides the chat group corpus into individual sub-groups and tries to draw a graphical presentation, a sociogram, to show their complexity and distribution of power. However, the question remains how tight the sub-groups in CMC are or how interrelated they are with one another. In this respect, it is noteworthy to observe how a selected chat participant develops her status in various sub-groups and to analyze the means by which this possible status is achieved. The corpus was collected by the author herself. The main hypothesis is that the status of power changes quickly throughout chatting and it depends to a great extent on other cues such as address, non-verbal action displays, punctuation marks and so on. In other words, there are very few means by which to exercise power and hold it in this continuously changing and anonymous environment.
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Aghaei, Sareh, and Anna Fensel. "Finding Similar Entities Across Knowledge Graphs." In 7th International Conference on Advances in Computer Science and Information Technology (ACSTY 2021). AIRCC Publishing Corporation, 2021. http://dx.doi.org/10.5121/csit.2021.110301.

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Finding similar entities among knowledge graphs is an essential research problem for knowledge integration and knowledge graph connection. This paper aims at finding semantically similar entities between two knowledge graphs. This can help end users and search agents more effectively and easily access pertinent information across knowledge graphs. Given a query entity in one knowledge graph, the proposed approach tries to find the most similar entity in another knowledge graph. The main idea is to leverage graph embedding, clustering, regression and sentence embedding. In this approach, RDF2Vec has been employed to generate vector representations of all entities of the second knowledge graph and then the vectors have been clustered based on cosine similarity using K medoids algorithm. Then, an artificial neural network with multilayer perception topology has been used as a regression model to predict the corresponding vector in the second knowledge graph for a given vector from the first knowledge graph. After determining the cluster of the predicated vector, the entities of the detected cluster are ranked through sentence-BERT method and finally the entity with the highest rank is chosen as the most similar one. To evaluate the proposed approach, experiments have been conducted on real-world knowledge graphs. The experimental results demonstrate the effectiveness of the proposed approach.
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Boy, E. S., E. Burdet, C. L. Teo, and J. E. Colgate. "The Learning Cobot." In ASME 2002 International Mechanical Engineering Congress and Exposition. ASMEDC, 2002. http://dx.doi.org/10.1115/imece2002-33833.

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Cobots (COllaborative roBOTS) are passive devices that assist humans by guiding motion along software-defined paths. This paper introduces intuitive and efficient tools to design such paths. The operator creates a guiding path by walk-through path programming, tracing a path in free mode. A B-spline fit to this path becomes the guideway. The operator can locally define and modify the B-spline guiding path by moving the control points on a dedicated graphical user interface using a computer mouse. During movement, the operator avoids obstacles and handles sensing errors by using the elastic path planner to deviate from the guiding path. Collaborative learning lets the operator optimize a guiding path in a few tries to adapt it to the specific task and environment. These tools have been implemented and extensively tested on the Scooter cobot.
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Perez-Blanco, Horacio, and Todd B. Henricks. "A Gas Turbine Dynamic Model for Simulation and Control." In ASME 1998 International Gas Turbine and Aeroengine Congress and Exhibition. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/98-gt-078.

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The useful life of gas turbines and the availability of power after start-up depend on their transient response. For this reason, several articles have been written on the dynamic simulation of gas turbine systems in electrical generation, cogeneration, and marine applications. The simulations typically rely on performance maps and time lags extracted from manufacturer’s specifications. This work was undertaken to increase the generality of turbine models over what can be obtained from performance maps. The paper describes a mathematical computer model developed to investigate the dynamic response of a simple single-shaft gas turbine system. The model uses design parameters normally incorporated in gas turbine design (e.g. load coefficient, flow coefficient, and deHaller Number) as well as compressor and turbine stage geometry and compressor and turbine material properties. A dynamic combustion chamber model is also incorporated. Other input parameters are included to enable the model to be adaptable to various system sizes and environments. The model was formulated in a graphical interface, and the results of several trials are displayed. The influence of important parameters (e.g. fuel-air ratio, IGVs, load, efficiencies) on turbine response from a “cold” start and from steady-state is studied. To gain further insights into the response, a start-up procedure similar to that reported in the literature for an industrial gas turbine system is simulated. Because of the approach used, the computer model is easily adaptable to further improvements and combined simulation of turbines and control systems.
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9

Velásquez, Maria E., and Luis A. Velásquez. "An Internet-Based Solution for the Technical Support of Tooling Operations." In ASME 2000 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/detc2000/cie-14604.

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Abstract A system named Tool Trial System (TTS), which is capable of collating and disseminating information relating to tool trials amongst a variety of user groups, has been developed. In the context of tooling engineers TTS has provided a platform from which it is possible to submit and retrieve highly specific technical tooling data on the World Wide Web. TTS has been developed under a distributed philosophy and it can be downloaded by remote users in the form of Java applets, through any computer with Internet connection and using conventional Java enabled browsers without the requirements of using middle tiers software or hardware between clients and server sides. TTS uses a 100% pure Java driver for remote database access and it was developed using PowerJ, which is a graphical programming tool able to speed up the creation of Java projects. This work demonstrated not only the suitability of the Internet as a distributed computing resource, but more importantly it was possible to look at the ways in which approved data could be analyzed and then applied to cutting data selection within the Process Planning arena.
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10

Zhang, Andy S. J. "Making Transitions From 2-D Design to 3-D Design and Preparing to Bring the Product Lifecycle Management Into the Classroom." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-85529.

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This paper addresses some issues that many mechanical engineering departments are facing or soon will be facing in response to the rapid development in the area of MCAD as the industry is making transition from 2-D to 3-D and embracing the concept of Product Lifecycle Management (PLM). Something we took for granted before now becomes an issue. For example, as the 3-D based CAD package becomes more and more powerful and much easier to use than its 2-D counterpart, do we still need to teach engineering graphics using 2-D CAD packages or should we use the 3-D CAD package for the same purpose? The next question then would be which package is better and easier for the students to use to learn the basics of geometric construction and orthographic projection theory. This paper tries to discuss these issues and provide some input on the importance of the issues. As the parametric 3-dimensional MCAD package becomes more affordable and evolves into a mature lifecycle product management package, more curriculum changes would have to follow to meet the demands of the industry.
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