Academic literature on the topic 'Sketching'

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Journal articles on the topic "Sketching"

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Obrenovic, Željko, and Jean-Bernard Martens. "Sketching interactive systems with sketchify." ACM Transactions on Computer-Human Interaction 18, no. 1 (April 2011): 1–38. http://dx.doi.org/10.1145/1959022.1959026.

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Schmidt, Linda C., Noe Vargas Hernandez, and Ashley L. Ruocco. "Research on encouraging sketching in engineering design." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 26, no. 3 (August 2012): 303–15. http://dx.doi.org/10.1017/s0890060412000169.

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AbstractThe value of sketching in engineering design has been widely documented. This paper reviews trends in recent studies on sketching in engineering design and focuses on the encouragement of sketching. The authors present three experimental studies on sketching that look at (1) sketching assignments and their motivation, (2) the impact of a sketching lesson, and (3) the use of Smartpen technology to record sketching; overall these studies address the research question: Can sketching frequency be influenced in engineering education? Influencing sketching frequency is accomplished through motivation, learning, and use of technology for sketching, respectively. Results indicate that these three elements contribute to the encouragement of sketching in engineering design.
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Kaspar, Alexandre, Kui Wu, Yiyue Luo, Liane Makatura, and Wojciech Matusik. "Knit sketching." ACM Transactions on Graphics 40, no. 4 (August 2021): 1–15. http://dx.doi.org/10.1145/3476576.3476614.

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Kaspar, Alexandre, Kui Wu, Yiyue Luo, Liane Makatura, and Wojciech Matusik. "Knit sketching." ACM Transactions on Graphics 40, no. 4 (August 2021): 1–15. http://dx.doi.org/10.1145/3450626.3459752.

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Solar-Lezama, Armando, Gilad Arnold, Liviu Tancau, Rastislav Bodik, Vijay Saraswat, and Sanjit Seshia. "Sketching stencils." ACM SIGPLAN Notices 42, no. 6 (June 10, 2007): 167–78. http://dx.doi.org/10.1145/1273442.1250754.

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Jonson, Ben. "Sketching Now." International Journal of Art & Design Education 21, no. 3 (October 2002): 246–53. http://dx.doi.org/10.1111/1468-5949.00321.

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Jung, Amaury, Stefanie Hahmann, Damien Rohmer, Antoine Begault, Laurence Boissieux, and Marie-Paule Cani. "Sketching Folds." ACM Transactions on Graphics 34, no. 5 (November 3, 2015): 1–12. http://dx.doi.org/10.1145/2749458.

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SHORT, L. "Function Sketching." Teaching Mathematics and its Applications 11, no. 2 (1992): 88–91. http://dx.doi.org/10.1093/teamat/11.2.88.

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Su, Qingkun, Wing Ho Andy Li, Jue Wang, and Hongbo Fu. "EZ-sketching." ACM Transactions on Graphics 33, no. 4 (July 27, 2014): 1–9. http://dx.doi.org/10.1145/2601097.2601202.

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Simo-Serra, Edgar, Satoshi Iizuka, and Hiroshi Ishikawa. "Mastering Sketching." ACM Transactions on Graphics 37, no. 1 (January 31, 2018): 1–13. http://dx.doi.org/10.1145/3132703.

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Dissertations / Theses on the topic "Sketching"

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Theophil, Sebastian Christoph. "Sketching Slides." Doctoral thesis, Humboldt-Universität zu Berlin, Mathematisch-Naturwissenschaftliche Fakultät II, 2011. http://dx.doi.org/10.18452/16368.

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Die Entwicklung effizienter Desktop Publishing Systeme wird behindert durch den Mangel an leistungsfähigen, automatischen Layoutalgorithmen. Aktuelle Algorithmen zum Layout ganzer Dokumente oder einzelner Seiten erfordern entweder die Formulierung des Layoutproblems in einer formalen Beschreibungssprache, oder sie benötigen fertige, detaillierte Layouttemplates. Layoutprobleme mit schwacher Semantik lassen sich schlecht in formale Sprachen umsetzen, Layout Templates verschieben den manuellen Aufwand nur vom Endnutzer zum Template Designer. Das erste Ergebnis dieser Dissertation ist ein Layoutalgorithmus, der ein allgemeines Layoutproblem löst, in dem er es als Ressourcenallokationsproblem interpretiert. Die Fläche einer einzelnen Seite ist eine Ressource, die zwischen den visuellen Elementen einer Seite verteilt wird. Das Layoutproblem wird in ein lexikographisches min-ordering Optimierungsproblem übersetzt, das durch lineare Optimierung in Echtzeit gelöst wird. Die Lösungen manuell erzeugter Layoutprobleme sind häufig über- oder unterbestimmt. Wenn das Problem überbestimmt ist, also keine gültige Lösung besitzt, muss der Algorithmus die Lösung finden, die am n\"achsten an der intendierten Lösung ist. Der Algorithmus erkennt nicht eindeutig definierte Probleme mit unbefriedigenden Lösungen und fügt die minimal notwendige Anzahl von Constraints hinzu um das vom Nutzer beabsichtigte Layout zu erzeugen. Das zweite Ergebnis ist die Entwicklung einer intuitiven Benutzerschnittstelle, die es erlaubt, die vorhergehend beschriebenen Layoutprobleme zu erzeugen. Sie verbirgt die Komplexität des Constraintsystems und vermeidet die Komplexität constraint-basierter Grafikanwendungen der Vergangenheit. Diese Benutzerschnittstelle macht formale Beschreibungssprachen und manuell erzeugte Layouttemplates überflüssig. Die Evaluation zeigt, dass die besten Tabellenlayoutalgorithmen keine signifikant besseren Ergebnisse produzieren als der allgemeinere ICBM Layout Algorithmus.
The efficiency of desktop publishing is severely limited by the lack of sophisticated automatic document layout systems. State-of-the-art algorithms either require the input to be written in a description language such as HTML and LaTeX, or to be a manually designed layout template. However, description languages are ill-suited to express layout problems with weak semantics and layout templates shift the burden from the end user to the template designer. The first contribution of this thesis is an algorithm that solves a general class of layout problems by treating them as equitable resource allocation problems. The available document area is a resource that is distributed among inter-element gaps. The layout problem is transformed into a lexicographic min-ordering optimization problem that is solved using linear programming techniques in real-time. If the layout problem is over-constrained, the quality of the solution layout degrades gracefully. The layout algorithm finds the solution layout with the most equitable distribution of constraint errors among the soft layout constraints, i.e., the solution closest to the user''s original intent. Conversely, the layout algorithm detects the under-constrained subproblems that adversely affect the solution layout. It adds the minimal number of constraints required to achieve the fully specified layout problem that is closest to the user''s input. The second contribution is the creation of an intuitive direct manipulation user interface that lets users create the aforementioned class of general constrained layout problems. It hides the complexity of the constraint system and avoids the usability problems that have plagued constraint drawing applications. It eliminates the need of document description languages and manually-created layout templates. In the evaluation, we show that the best state-of-the-art specialized table layout algorithms do not outperform the general ICBM layout algorithm by any significant margin.
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Gunnarsson, Örn. "Sketching 3D faces." Thesis, University of Sheffield, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.531227.

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Loke, Shee Ming. "Sketching with words." Thesis, University of Sheffield, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.273736.

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Zheng, Qingzheng. "Sketching-based skeleton extraction." Thesis, Durham University, 2011. http://etheses.dur.ac.uk/3249/.

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Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D mesh model. Such tasks are not trivial, as they require a substantial amount of training and practice. Although methods have been proposed to help automatic extraction of skeleton structure, they may not guarantee that the resulting skeleton can help to produce animations according to user manipulation. We present a sketching-based skeleton extraction method to create a user desired skeleton structure which is used in 3D model animation. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D mesh model, generates a skeleton for articulated character animation. In our system, we assume that a user will properly sketch bones by roughly following the mesh model structure. The user is expected to sketch independently on different regions of a mesh model for creating separate bones. For each sketched stroke, we project it into the mesh model so that it becomes the medial axis of its corresponding mesh model region from the current viewer perspective. We call this projected stroke a “sketched bone”. After pre-processing user sketched bones, we cluster them into groups. This process is critical as user sketching can be done from any orientation of a mesh model. To specify the topology feature for different mesh parts, a user can sketch strokes from different orientations of a mesh model, as there may be duplicate strokes from different orientations for the same mesh part. We need a clustering process to merge similar sketched bones into one bone, which we call a “reference bone”. The clustering process is based on three criteria: orientation, overlapping and locality. Given the reference bones as the input, we adopt a mesh segmentation process to assist our skeleton extraction method. To be specific, we apply the reference bones and the seed triangles to segment the input mesh model into meaningful segments using a multiple-region growing mechanism. The seed triangles, which are collected from the reference bones, are used as the initial seeds in the mesh segmentation process. We have designed a new segmentation metric [1] to form a better segmentation criterion. Then we compute the Level Set Diagrams (LSDs) on each mesh part to extract bones and joints. To construct the final skeleton, we connect bones extracted from all mesh parts together into a single structure. There are three major steps involved: optimizing and smoothing bones, generating joints and forming the skeleton structure. After constructing the skeleton model, we have proposed a new method, which utilizes the Linear Blend Skinning (LBS) technique and the Laplacian mesh deformation technique together to perform skeleton-driven animation. Traditional LBS techniques may have self-intersection problem in regions around segmentation boundaries. Laplacian mesh deformation can preserve the local surface details, which can eliminate the self-intersection problem. In this case, we make use of LBS result as the positional constraint to perform a Laplacian mesh deformation. By using the Laplacian mesh deformation method, we maintain the surface details in segmentation boundary regions. This thesis outlines a novel approach to construct a 3D skeleton model interactively, which can also be used in 3D animation and 3D model matching area. The work is motivated by the observation that either most of the existing automatic skeleton extraction methods lack well-positioned joints specification or the manually generated methods require too much professional training to create a good skeleton structure. We dedicate a novel approach to create 3D model skeleton based on user sketching which specifies articulated skeleton with joints. The experimental results show that our method can produce better skeletons in terms of joint positions and topological structure.
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Bodwin, Greg (Gregory MIchael). "Sketching distances in graphs." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118077.

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Thesis: Ph. D. in Computer Science, Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 131-144).
Often in computer science, graphs are used to represent metrics: the nodes represent "locations," and the edges represent connectivity between locations. The salient properties of such a graph are the shortest path distances between its nodes - that is, the minimum length of a path from each point A to each point B, capturing the time or resource cost of travelling from one place to another in the space represented by the graph. There are plenty of nice algorithms and structure theorems that are used to understand or analyze shortest path distances. However, in the modern computing, we sometimes have to handle spaces that are too enormous to be efficiently handled by these classic methods. When this happens, it is often useful to "sketch" these enormous spaces, designing a graph or data structure that approximately encodes the distances of the original network, but in much smaller space. This dissertation is about the design of these graph sketches that encode distances. Some of the content will cover upper bounds: we will demonstrate some new ways to make sketches, and we will prove things about the tradeoff between the size of these sketches and their approximation error. Some of the content will cover lower bounds: we will design some very particular graphs, and we will prove that a certain size vs error tradeoff can't be achieved any sketch on these graphs. We will do this for a few different reasonable notions of "approximation" of distances. We will also consider some of these settings in the fault-tolerant model, where we imagine that nodes or edges of the graph can spontaneously "fail," and we want our sketches to be strongly robust to these failures.
by Greg Bodwin.
Ph. D. in Computer Science
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Hannibal, Claire. "Digital sketching in architecture." Thesis, University of Liverpool, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.420293.

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Rice, Susan Janis. "Sketching to learn, learning to sketch: students' ways of sketching in architectural designing." Thesis, The University of Sydney, 2008. http://hdl.handle.net/2123/8148.

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Architects when sketching take time to pause, to look, to sketch, to look and sketch again. Described by some as the passing of an idea, a place or an experience from eye to mind to hand, the act of sketching is a means by which architects come to see and to understand the unfolding outcomes of their designing and make sense of aspects of the world. For many practitioners, scholars and eminent architects, sketching is fundamental to their architectural disposition and an integral part of thinking in an architectural way. To become architects, students need to learn this kind of sketching and few students in the early years of their studies are able to sketch in this way. Experience in teaching reveals architecture students are able to produce sketches, yet many struggle to grasp how to use their sketching as an integral part of their thinking and of progressing their designing. Far too rarely is using sketching an explicit focus of teaching and learning in the design studio. This research is directed towards understanding the different ways students are sketching when designing, on the basis that understanding these ways provides a useful and appropriate basis upon which to found improvements in teaching and learning about sketching in the design studio. Synergies between architectural sketching, visual thinking and how students learn, give rise to an investigation into the ways students are sketching, its approach, the form and collection of the data, the tools of analysis and means of interpretation founded on what is shared. The phenomenographic perspective on teaching and learning (Marton and Booth 1997) provides a means to analyse students' sketching, its iterative and interwoven cycles of considering, discovering and reinterpreting, suited to making sense of and seeing below the surface of the loose, searching and at times unclear design sketching. The analysis findings identify and describe differences in what and how students are sketching and are synthesized into a visual framework of 'palettes', describing three different and increasingly complex ways students are sketching. Using the descriptive framework in the studio offers students and teachers, through the understanding it depicts and the language it provides, opportunity to see, to make sense of, to compare, to complement, to improve and to discuss their own sketching and the sketching of others, and in so doing provides a means by which to help bring sketching into being an explicit focus of the day to day exchanges which lie at the core of learning in the design studio. Consideration is given to how teaching and learning in the studio might change were sketching to take this focus.
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Thiebaut, Jean-Baptiste. "Sketching music : representation and composition." Thesis, Queen Mary, University of London, 2010. http://qmro.qmul.ac.uk/xmlui/handle/123456789/406.

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The process of musical composition is sometimes conceived of as an individual, internal, cognitive process in which notation plays a passive role of transmitting or recording musical ideas. This thesis questions the role played by representations in musical composition practices. We begin by tracing how, historically, compositional practices have co-evolved with musical representations and technologies for music production. We present case studies to show that the use of graphical sketches is a characteristic feature of the early stages of musical composition and that this practice recurs across musical genres ranging from classical music to contemporary electroacoustic composition. We describe the processes involved in sketching activities within the framework of distributed cognition and distinguish an intermediate representational role for sketches that is different from what is ‘in the head’ of the composer and from the functions of more formal musical notations. Using evidences from the case studies, we argue in particular that as in other creative design processes, sketches provide strategically ambiguous, heterogeneous forms of representation that exploit vagueness, indeterminacy and inconsistency in the development of musical ideas. Building on this analysis of the functions of sketching we describe the design and implementation of a new tool, the Music Sketcher, which attempts to provide more under-specified and flexible forms of ‘sketch’ representation than are possible with contemporary composition tools. This tool is evaluated through a series of case studies which explore how the representations constructed with the tool are interpreted and what role they play in the compositional process. We show that the program provides a similar level of vagueness to pen and paper, while also facilitating re-representation and re-interpretation, thus helping bridge the gap between early representations and later stages of commitment.
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Adams, Daniel B. "Feature-based Interactive Terrain Sketching." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/2288.

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Procedural generation techniques are able to quickly and cheaply produce large areas of terrain. However, these techniques produce results that are not easily directable and often require artists to edit the results by hand to achieve the desired layout. This paper proposes a sketch-based system for controlling fractal terrain that allows for a wide variety of terrain feature types. Artists sketch features rather than constrained points or elevations. The system is interactive, provides quick on-demand previews of the terrain, and allows for iterative design modifications. Interaction between features is handled in a realistic fashion. An arbitrary vertex insertion order midpoint displacement algorithm is also described which provides the necessary flexibility and constraints for the terrain generation system.
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Falcone, Roberta <1991&gt. "Supervised Classification with Matrix Sketching." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amsdottorato.unibo.it/9348/1/Falcone_PhD_Thesis.pdf.

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Matrix sketching is a recently developed data compression technique. An input matrix A is efficiently approximated with a smaller matrix B, so that B preserves most of the properties of A up to some guaranteed approximation ratio. In so doing numerical operations on big data sets become faster. Sketching algorithms generally use random projections to compress the original dataset and this stochastic generation process makes them amenable to statistical analysis. The statistical properties of sketched regression algorithms have been widely studied previously. We study the performances of sketching algorithms in the supervised classification context, both in terms of misclassification rate and of boundary approximation, as the degree of sketching increases. We also address, through sketching, the issue of unbalanced classes, which hampers most of the common classification methods.
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Books on the topic "Sketching"

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Ryan, Daniel L. Technical sketching and computer illustration. Englewood Cliffs, N.J: Prentice Hall, 1990.

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Husband, Ron. Quick Sketching. Revised and expanded. | Boca Raton : Taylor & Francis, 2019. |: CRC Press, 2019. http://dx.doi.org/10.1201/9780429442872.

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Rix, Erika, Kim Hay, Sally Russell, and Richard Handy. Solar Sketching. New York, NY: Springer New York, 2015. http://dx.doi.org/10.1007/978-1-4939-2901-6.

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Quick sketching. Mineola, NY: Dover, 2008.

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D'Ortenzio, Alfred D. Fashion sketching. Albany, N.Y: Delmar Publishers, 1998.

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Smith, Stan. Drawing & sketching. London: Greenwich Editions, 1996.

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Lohan, Frank. Sketching birds. Chicago: Contemporary Books, 1990.

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Drawing & sketching. Royston, Hertfordshire: Eagle Editions, 2004.

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Mary, Suffudy, ed. Sketching techniques. New York: Watson-Guptill Publications, 1985.

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Richmond, Leonard. Sketching outdoors. Mineola, NY: Dover Publications, 2008.

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Book chapters on the topic "Sketching"

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Hoffmann, Alma R. "Sketching." In Sketching as Design Thinking, 5–16. London; New York: Routledge, 2020. |: Routledge, 2019. http://dx.doi.org/10.4324/9780429508042-1.

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Hoffmann, Alma R. "Sketching." In Sketching as Design Thinking, 17–23. London; New York: Routledge, 2020. |: Routledge, 2019. http://dx.doi.org/10.4324/9780429508042-2.

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Hoffmann, Alma R. "Sketching." In Sketching as Design Thinking, 118–32. London; New York: Routledge, 2020. |: Routledge, 2019. http://dx.doi.org/10.4324/9780429508042-4.

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Hoffmann, Alma R. "Sketching." In Sketching as Design Thinking, 136–54. London; New York: Routledge, 2020. |: Routledge, 2019. http://dx.doi.org/10.4324/9780429508042-5.

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Rumistrzewicz, Stefan. "Sketching." In A Visual Astronomer's Photographic Guide to the Deep Sky, 11–14. New York, NY: Springer New York, 2010. http://dx.doi.org/10.1007/978-1-4419-7242-2_3.

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Bruch, Sebastian. "Sketching." In Foundations of Vector Retrieval, 143–64. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-55182-6_10.

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Obrenović, Željko. "Sketching Interactive Systems with Sketchify." In Human-Computer Interaction – INTERACT 2011, 710–11. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_127.

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Lu, Tong, and Liu Wenyin. "Sketching Interfaces." In Handbook of Document Image Processing and Recognition, 949–80. London: Springer London, 2014. http://dx.doi.org/10.1007/978-0-85729-859-1_31.

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Handy, Richard, Deirdre Kelleghan, Thomas McCague, Erika Rix, and Sally Russell. "Sketching Craters." In Sketching the Moon, 1–24. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4614-0941-0_1.

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Handy, Richard, Deirdre Kelleghan, Thomas McCague, Erika Rix, and Sally Russell. "Sketching Domes." In Sketching the Moon, 149–57. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4614-0941-0_9.

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Conference papers on the topic "Sketching"

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Becker, Andrew, David Novo, and Paolo Ienne. "SKETCHILOG: Sketching combinational circuits." In Design Automation and Test in Europe. New Jersey: IEEE Conference Publications, 2014. http://dx.doi.org/10.7873/date.2014.165.

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Becker, Andrew, David Novo, and Paolo Ienne. "SKETCHILOG: Sketching combinational circuits." In Design Automation and Test in Europe. New Jersey: IEEE Conference Publications, 2014. http://dx.doi.org/10.7873/date2014.165.

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Seichter, Hartmut. "Sketchand+ a Collaborative Augmented Reality Sketching Application." In CAADRIA 2003. CAADRIA, 2003. http://dx.doi.org/10.52842/conf.caadria.2003.209.

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Seichter, Hartmut. "Sketchand+ a Collaborative Augmented Reality Sketching Application." In CAADRIA 2003. CAADRIA, 2003. http://dx.doi.org/10.52842/conf.caadria.2003.209.

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Gain, James, Patrick Marais, and Wolfgang Straßer. "Terrain sketching." In the 2009 symposium. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1507149.1507155.

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Tahiroǧlu, Koray, and Teemu Ahmaniemi. "Vocal sketching." In International Conference on Multimodal Interfaces and the Workshop on Machine Learning for Multimodal Interaction. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1891903.1891956.

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Martino, Jacquelyn, Rachel K. E. Bellamy, Paul Matchen, Harold L. Ossher, John T. Richards, and Cal Swart. "Sketching data." In ACM SIGGRAPH 2013 Mobile. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503512.2503527.

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Márquez Segura, Elena, Laia Turmo Vidal, Asreen Rostami, and Annika Waern. "Embodied Sketching." In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2858036.2858486.

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Yang, Qian, Justin Cranshaw, Saleema Amershi, Shamsi T. Iqbal, and Jaime Teevan. "Sketching NLP." In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290605.3300415.

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Tokac, Iremnur, Herman Bruyninckx, Corneel Cannaerts, and Andrew Vande Moere. "Material Sketching." In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290607.3313036.

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Reports on the topic "Sketching"

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Prasadan, Arvind. Sketching Algorithms in Distributed Systems. Office of Scientific and Technical Information (OSTI), October 2021. http://dx.doi.org/10.2172/1826094.

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Landay, James A., and Brad A. Myers. Just Draw It! Programming by Sketching Storyboards,. Fort Belvoir, VA: Defense Technical Information Center, November 1995. http://dx.doi.org/10.21236/ada303010.

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Landay, James A., and Brad A. Myers. Interactive Sketching for the Early Stages of User Interface Design. Fort Belvoir, VA: Defense Technical Information Center, July 1994. http://dx.doi.org/10.21236/ada285339.

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Morris, Kristen, Charlotte Coffman, Fran Kozen, Katherine Dao, Denise Green, Susan Ashdown, Lucy Dunne, and Jordyn Reich. Sketching as a Tool to Measure Concept Application in an Informal Learning Environment. Ames: Iowa State University, Digital Repository, November 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-1176.

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Balyk, Nadiia, Svitlana Leshchuk, and Dariia Yatsenyak. Developing a Mini Smart House model. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3741.

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The work is devoted to designing a smart home educational model. The authors analyzed the literature in the field of the Internet of Things and identified the basic requirements for the training model. It contains the following levels: command, communication, management. The authors identify the main subsystems of the training model: communication, signaling, control of lighting, temperature, filling of the garbage container, monitoring of sensor data. The proposed smart home educational model takes into account the economic indicators of resource utilization, which gives the opportunity to save on payment for their consumption. The hardware components for the implementation of the Mini Smart House were selected in the article. It uses a variety of technologies to conveniently manage it and use renewable energy to power it. The model was produced independently by students involved in the STEM project. Research includes sketching, making construction parts, sensor assembly and Arduino boards, programming in the Arduino IDE environment, testing the functioning of the system. Research includes sketching, making some parts, assembly sensor and Arduino boards, programming in the Arduino IDE environment, testing the functioning of the system. Approbation Mini Smart House researches were conducted within activity the STEM-center of Physics and Mathematics Faculty of Ternopil Volodymyr Hnatiuk National Pedagogical University, in particular during the educational process and during numerous trainings and seminars for pupils and teachers of computer science.
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