Textorize is a Ruby library that allows for rendering text with subpixel antialiasing directly to PNG images using OS X's font rendering capabilities. It provides proper kerning and subpixel antialiasing, unlike other JavaScript-based solutions, but avoids the need for Flash, large JavaScript files, or font conversion. Textorize works directly from the command line and leverages installed system fonts.
Bitmap images are made up of grids of pixels and are resolution dependent, so they can lose quality when resized. Vector images are made up of mathematical lines and curves, so they are resolution independent and can be resized without losing quality. The document explains bitmap and vector images, and discusses how image size, resolution, and pixel dimensions relate to on-screen display and print quality. It provides guidance on preparing images for different mediums like web, print, and video.
This document discusses bitmap fonts, which store each glyph as a pixel array. Bitmap fonts are fast and simple to render, always giving the same output, and are easier to create than other fonts. However, their visual quality tends to be poor when scaled. It provides instructions for creating a bitmap font in Unity, including generating XML data from the font bitmap, creating a material, and combining UV coordinates to display characters.
There are two main types of 2D graphics - bitmaps and vectors. Bitmaps are made up of pixels and can become pixilated when stretched, while vectors are defined by mathematical equations and maintain high quality when resized. Resolution refers to the number of pixels in an image, with higher resolution resulting in clearer images. When editing images, tools like cropping, handles, bounding boxes, standoff, text wrap, proportion, and skewing can be used. Standard page sizes for documents include letter, legal, and tabloid, but custom sizes can also be used. Graphics should not crowd the page and it's best to have one dominant graphic while varying graphic sizes and shapes.
This document provides guidance on developing strong presentation skills. It discusses that presenting information clearly is an important skill across many fields. It also notes that public speaking is one of people's biggest fears. The document then gives tips for effective presentations, such as preparing and practicing, maintaining audience attention for 6-8 minutes, using visual aids appropriately, and following a step-by-step process for creating and delivering presentations. Effective presentation is portrayed as relying on preparation, knowledge, and confidence.
The document discusses different file formats for graphics. It describes EPS as an encapsulated PostScript file format that can contain vector or bitmap images. EPS is considered the most portable format. The document also outlines common file formats for web pages (GIF and JPEG) and printed documents (TIFF and EPS). It notes that GIF is best for images with solid colors, JPEG for photos, TIFF supports bitmaps, and EPS can contain vector and bitmap graphics.
There are two main types of computer graphics - bitmap and vector graphics. Bitmap graphics use a grid of pixels that are resolution-dependent, while vector graphics use lines and curves defined by vectors that are resolution-independent. Bitmaps are best for photos with many colors and shades, while vectors are better for illustrations with lines and shapes. Both formats have advantages and limitations depending on the intended use.
There are two main types of computer graphics: bitmap (or raster) graphics and vector graphics. Bitmap graphics store images as a map of pixels and are resolution dependent, meaning they cannot be scaled without quality loss. Vector graphics use geometric shapes and equations to represent images and are resolution independent. Some common file formats for images include BMP, JPEG, TIFF, GIF, SVG, EPS, SWF and PDF. When using or sharing images it is important to consider any copyright restrictions.
Textorize is a Ruby library that allows for rendering text with subpixel antialiasing directly to PNG images using OS X's font rendering capabilities. It provides proper kerning and subpixel antialiasing, unlike other JavaScript-based solutions, but avoids the need for Flash, large JavaScript files, or font conversion. Textorize works directly from the command line and leverages installed system fonts.
Bitmap images are made up of grids of pixels and are resolution dependent, so they can lose quality when resized. Vector images are made up of mathematical lines and curves, so they are resolution independent and can be resized without losing quality. The document explains bitmap and vector images, and discusses how image size, resolution, and pixel dimensions relate to on-screen display and print quality. It provides guidance on preparing images for different mediums like web, print, and video.
This document discusses bitmap fonts, which store each glyph as a pixel array. Bitmap fonts are fast and simple to render, always giving the same output, and are easier to create than other fonts. However, their visual quality tends to be poor when scaled. It provides instructions for creating a bitmap font in Unity, including generating XML data from the font bitmap, creating a material, and combining UV coordinates to display characters.
There are two main types of 2D graphics - bitmaps and vectors. Bitmaps are made up of pixels and can become pixilated when stretched, while vectors are defined by mathematical equations and maintain high quality when resized. Resolution refers to the number of pixels in an image, with higher resolution resulting in clearer images. When editing images, tools like cropping, handles, bounding boxes, standoff, text wrap, proportion, and skewing can be used. Standard page sizes for documents include letter, legal, and tabloid, but custom sizes can also be used. Graphics should not crowd the page and it's best to have one dominant graphic while varying graphic sizes and shapes.
This document provides guidance on developing strong presentation skills. It discusses that presenting information clearly is an important skill across many fields. It also notes that public speaking is one of people's biggest fears. The document then gives tips for effective presentations, such as preparing and practicing, maintaining audience attention for 6-8 minutes, using visual aids appropriately, and following a step-by-step process for creating and delivering presentations. Effective presentation is portrayed as relying on preparation, knowledge, and confidence.
The document discusses different file formats for graphics. It describes EPS as an encapsulated PostScript file format that can contain vector or bitmap images. EPS is considered the most portable format. The document also outlines common file formats for web pages (GIF and JPEG) and printed documents (TIFF and EPS). It notes that GIF is best for images with solid colors, JPEG for photos, TIFF supports bitmaps, and EPS can contain vector and bitmap graphics.
There are two main types of computer graphics - bitmap and vector graphics. Bitmap graphics use a grid of pixels that are resolution-dependent, while vector graphics use lines and curves defined by vectors that are resolution-independent. Bitmaps are best for photos with many colors and shades, while vectors are better for illustrations with lines and shapes. Both formats have advantages and limitations depending on the intended use.
There are two main types of computer graphics: bitmap (or raster) graphics and vector graphics. Bitmap graphics store images as a map of pixels and are resolution dependent, meaning they cannot be scaled without quality loss. Vector graphics use geometric shapes and equations to represent images and are resolution independent. Some common file formats for images include BMP, JPEG, TIFF, GIF, SVG, EPS, SWF and PDF. When using or sharing images it is important to consider any copyright restrictions.
This document outlines the course content for a Higher Computing course, which is divided into 3 main units: Computer Systems (40 hours), Software Development (40 hours), and Artificial Intelligence (40 hours). The Computer Systems unit covers topics like data representation, computer structure, networking, and computer software across 5 sections. Specific lessons in the Data Representation section discuss how numbers, text, and images are stored in binary and how storage capacities are measured. Graphics representation and compression techniques are also introduced. Students will complete assessments including end of unit tests, coursework tasks, and a written exam.
Digital graphics can be bitmaps or vectors. Bitmaps use a grid of pixels that lose quality when zoomed in, while vectors use mathematical expressions and can be resized without quality loss. This report discusses bitmap and vector file formats, programs, and uses, as well as factors that affect image quality such as pixels and resolution. It also covers techniques for capturing and organizing digital images and graphics.
The document discusses how computers represent data using binary numbers (1s and 0s). It explains that binary is used because it provides an easy way to represent two states (on/off) in storage devices. It then discusses how different numbers of bits (binary digits) can be used to represent different numbers in binary, and provides examples of converting between binary and decimal numbers. Finally, it briefly introduces the concept of data compression for reducing the size of files.
Not knowing the difference between a Bitmap and Vector image could mean that your visual content leaves you looking unprofessional. Check out the differences in this presentation.
Scan conversion is the process of representing continuous graphics objects as discrete pixels. It involves converting geometric primitives like lines and circles, defined by parameters, into a set of pixels that make up the primitive in an image. This involves mapping real-valued coordinates to integer pixel coordinates. One approach is to take the floor of the x and y values, while another is to take the floor of x+0.5 and y+0.5 to center the coordinate system at the pixel grid.
Computer Graphics - Bresenham's line drawing algorithm & Mid Point Circle alg...Saikrishna Tanguturu
The document discusses algorithms for drawing lines and circles on a digital display. It describes Bresenham's line drawing algorithm which plots discrete points along a line to approximate it on the pixel grid. It uses decision parameters to determine whether to increment the x or y coordinate to best fit the line. For circles, it explains using the midpoint circle algorithm which calculates decision parameters based on the distance of pixel midpoints to the circle boundary to iteratively plot points. The document provides pseudocode to implement Bresenham's circle algorithm. It also lists the initial values and decision parameter updates required.
Humanistic and Computational Thinking Through PracticeAarhus University
Creative Media Colloquium @ SCM, City University of Hong Kong, 12 Jan 2018
Abstract: In this talk, I will present some of my artistic works that span the areas of net art, software-based art, and electronic literature. My works examine the materiality of computational processes that underwrite our experiences and realities in digital culture that touch on cultural-social-political topics, such as Internet censorship, the economy of likes, spam and literary culture, politics of APIs, cultural machines and feminist software.
I consider computational practice as a mode of humanistic inquiry to understand the digital culture - a condition that we are highly engaged with, and surrounded by, software and networked systems. I ask how might we understand cultural systems through computational practice? This talk will unfold the importance of computational practice in my thinking and research, examining the infrastructure and implications of cultural systems.
Voxxed Athens 2018 - UX design and back-ends: When the back-end meets the userVoxxed Athens
The document discusses struggles with data when users and user interfaces are involved. It notes that development teams often allow the physical data model to dictate what the user interface can do, rather than engaging with users and UX designers from the start. It proposes that data modeling should be done together with UX designers based on user journeys, which would lead to data models that better support user interfaces and mental models.
1) Research challenges in developing human-level AI include tackling the complexity of human intelligence such as faster learning without limited data, connections between cognitive skills, and reasoning about imaginary concepts.
2) Modern machine learning has achieved human-level performance in games and applications like translation but lacks human abilities such as commonsense reasoning and using background knowledge.
3) Promising research trends include techniques that combine symbolic and machine learning approaches, multi-modal learning, and generative models to support creativity.
A common belief about cognition is that we think in the same way that a computer computes - that is that data enters the brain, it is processed, and some kind of output is produced. This notion has been popular since the advent of computers, and frequently the brain is thought of as a highly complex biological computer. In this perspective, meaning results from the brain processing representations of the world, in much the same way as a computer processes digital representations to get a result. In this talk, I suggest that this view of how we think has a significant impact on the way we design systems for human use, and yet there is evidence that we may actually think quite differently. That is, meaning may not be as directly related to representation as we asume. It is possible that we may not actually think the way that we think we think. If this is the case, then there are significant implications for UX design. This presentation demonstrates why
this difference in thinking is so significant for UX, and how adopting a paradigm change may influence the approaches we take to designing the user experience.
UX Australia 2017 Talk http://www.uxaustralia.com.au/conferences/uxaustralia-2017/presentation/the-way-we-think-we-think-thoughts-on-representation-and-meaning/
This presentation goes over Data Mining the City, a course taught at Columbia University GSAPP. This lecture also covers, complexity, cybernetics and agent based modeling.
Design considerations for machine learning systemAkemi Tazaki
Critical commentary based on my professional experience in designing apps with artificial intelligence and on desktop research. Presentation slides for Botscampe 2016.
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
The document discusses using sensors to collect granular data on people, places, and objects in real-time. This data, combined with advanced analytics and visualization, can provide new insights and be used to build better business solutions. Sensors allow organizations to instrument environments, perturb factors, and observe outcomes to test hypotheses and answers. When deployed as smart systems, sensors provide continuous descriptive data on interactions.
How game design and data visualization can help in systems design: understanding and making changes in complex systems. Examples look at food access / deserts, podcasts, COVID, the US labor system, and the tech industry. Adapted from a talk for a systems design course.
Views my own and not of employer or other organization.
Creative commons image credits:
- Cook-Anderson, Gretchen. “Snapshots from Space Cultivate Fans among Midwest Farmers.” NASA, NASA, 16 Sept. 2009, https://www.nasa.gov/topics/earth/features/farmer_imagery.html.
- "Cooking" by omefrans is licensed under CC BY-NC 2.0: https://wordpress.org/openverse/image/e32f7eed-66a4-4b06-82c3-2c313f28fd9f
- "Construction worker for the Panama Canal expansion project" by World Bank Photo Collection is licensed under CC BY-NC-ND 2.0: https://wordpress.org/openverse/image/0cdd65a3-500c-4fae-9a69-242ea29b261c/
- “Screenshots.” OpenTTD, OpenTTD, https://www.openttd.org/screenshots.
Uma visão geral sobre Reality Mining e pesquisas que foram e estão sendo desenvolvidas neste contexto. O conteúdo dos slides foram extraídos dos estudos e experimentos do MIT Media Lab (http://hd.media.mit.edu/) dirigido pelo Prof. Alex Pentland
In this invited talk (for the Visual Language Lab at Tilburg University, Netherlands) I discuss my laboratory's recent work on Interactive Narrative Intelligence: research in support of understanding what narrative design is (as a practice), how we might design narratives intentionally, and how we might best support it. In it, I cover a variety of papers across systems, psychology, artificial intelligence, virtual reality, games, and narrative that tackle different facets of these still-open questions, and outline further (more concrete) open questions for future work.
This document summarizes an invited talk given by Dr. Aladdin Ayesh on artificial intelligence topics. The talk covered definitions of AI, major AI fields like machine learning, planning, natural language processing and computer vision. It also discussed applications of AI such as intelligent interfaces, personalization, smart services and analytics. Throughout the talk, examples and potential future directions were provided for different AI topics.
New Media New Technology Workshop 1, Spring Semester 2017, Media Technology. Covers purpose of the course, Hardwware/Interfaces/Humans, Early Cybernetic Art and Narrative.
This document outlines the course content for a Higher Computing course, which is divided into 3 main units: Computer Systems (40 hours), Software Development (40 hours), and Artificial Intelligence (40 hours). The Computer Systems unit covers topics like data representation, computer structure, networking, and computer software across 5 sections. Specific lessons in the Data Representation section discuss how numbers, text, and images are stored in binary and how storage capacities are measured. Graphics representation and compression techniques are also introduced. Students will complete assessments including end of unit tests, coursework tasks, and a written exam.
Digital graphics can be bitmaps or vectors. Bitmaps use a grid of pixels that lose quality when zoomed in, while vectors use mathematical expressions and can be resized without quality loss. This report discusses bitmap and vector file formats, programs, and uses, as well as factors that affect image quality such as pixels and resolution. It also covers techniques for capturing and organizing digital images and graphics.
The document discusses how computers represent data using binary numbers (1s and 0s). It explains that binary is used because it provides an easy way to represent two states (on/off) in storage devices. It then discusses how different numbers of bits (binary digits) can be used to represent different numbers in binary, and provides examples of converting between binary and decimal numbers. Finally, it briefly introduces the concept of data compression for reducing the size of files.
Not knowing the difference between a Bitmap and Vector image could mean that your visual content leaves you looking unprofessional. Check out the differences in this presentation.
Scan conversion is the process of representing continuous graphics objects as discrete pixels. It involves converting geometric primitives like lines and circles, defined by parameters, into a set of pixels that make up the primitive in an image. This involves mapping real-valued coordinates to integer pixel coordinates. One approach is to take the floor of the x and y values, while another is to take the floor of x+0.5 and y+0.5 to center the coordinate system at the pixel grid.
Computer Graphics - Bresenham's line drawing algorithm & Mid Point Circle alg...Saikrishna Tanguturu
The document discusses algorithms for drawing lines and circles on a digital display. It describes Bresenham's line drawing algorithm which plots discrete points along a line to approximate it on the pixel grid. It uses decision parameters to determine whether to increment the x or y coordinate to best fit the line. For circles, it explains using the midpoint circle algorithm which calculates decision parameters based on the distance of pixel midpoints to the circle boundary to iteratively plot points. The document provides pseudocode to implement Bresenham's circle algorithm. It also lists the initial values and decision parameter updates required.
Humanistic and Computational Thinking Through PracticeAarhus University
Creative Media Colloquium @ SCM, City University of Hong Kong, 12 Jan 2018
Abstract: In this talk, I will present some of my artistic works that span the areas of net art, software-based art, and electronic literature. My works examine the materiality of computational processes that underwrite our experiences and realities in digital culture that touch on cultural-social-political topics, such as Internet censorship, the economy of likes, spam and literary culture, politics of APIs, cultural machines and feminist software.
I consider computational practice as a mode of humanistic inquiry to understand the digital culture - a condition that we are highly engaged with, and surrounded by, software and networked systems. I ask how might we understand cultural systems through computational practice? This talk will unfold the importance of computational practice in my thinking and research, examining the infrastructure and implications of cultural systems.
Voxxed Athens 2018 - UX design and back-ends: When the back-end meets the userVoxxed Athens
The document discusses struggles with data when users and user interfaces are involved. It notes that development teams often allow the physical data model to dictate what the user interface can do, rather than engaging with users and UX designers from the start. It proposes that data modeling should be done together with UX designers based on user journeys, which would lead to data models that better support user interfaces and mental models.
1) Research challenges in developing human-level AI include tackling the complexity of human intelligence such as faster learning without limited data, connections between cognitive skills, and reasoning about imaginary concepts.
2) Modern machine learning has achieved human-level performance in games and applications like translation but lacks human abilities such as commonsense reasoning and using background knowledge.
3) Promising research trends include techniques that combine symbolic and machine learning approaches, multi-modal learning, and generative models to support creativity.
A common belief about cognition is that we think in the same way that a computer computes - that is that data enters the brain, it is processed, and some kind of output is produced. This notion has been popular since the advent of computers, and frequently the brain is thought of as a highly complex biological computer. In this perspective, meaning results from the brain processing representations of the world, in much the same way as a computer processes digital representations to get a result. In this talk, I suggest that this view of how we think has a significant impact on the way we design systems for human use, and yet there is evidence that we may actually think quite differently. That is, meaning may not be as directly related to representation as we asume. It is possible that we may not actually think the way that we think we think. If this is the case, then there are significant implications for UX design. This presentation demonstrates why
this difference in thinking is so significant for UX, and how adopting a paradigm change may influence the approaches we take to designing the user experience.
UX Australia 2017 Talk http://www.uxaustralia.com.au/conferences/uxaustralia-2017/presentation/the-way-we-think-we-think-thoughts-on-representation-and-meaning/
This presentation goes over Data Mining the City, a course taught at Columbia University GSAPP. This lecture also covers, complexity, cybernetics and agent based modeling.
Design considerations for machine learning systemAkemi Tazaki
Critical commentary based on my professional experience in designing apps with artificial intelligence and on desktop research. Presentation slides for Botscampe 2016.
2013 Lecture 6: AR User Interface Design GuidelinesMark Billinghurst
COSC 426 Lecture 6: on AR User Interface Design Guidelines. Lecture taught by Mark Billinghurst from the HIT Lab NZ at the University of Canterbury on August 16th 2013
The document discusses using sensors to collect granular data on people, places, and objects in real-time. This data, combined with advanced analytics and visualization, can provide new insights and be used to build better business solutions. Sensors allow organizations to instrument environments, perturb factors, and observe outcomes to test hypotheses and answers. When deployed as smart systems, sensors provide continuous descriptive data on interactions.
How game design and data visualization can help in systems design: understanding and making changes in complex systems. Examples look at food access / deserts, podcasts, COVID, the US labor system, and the tech industry. Adapted from a talk for a systems design course.
Views my own and not of employer or other organization.
Creative commons image credits:
- Cook-Anderson, Gretchen. “Snapshots from Space Cultivate Fans among Midwest Farmers.” NASA, NASA, 16 Sept. 2009, https://www.nasa.gov/topics/earth/features/farmer_imagery.html.
- "Cooking" by omefrans is licensed under CC BY-NC 2.0: https://wordpress.org/openverse/image/e32f7eed-66a4-4b06-82c3-2c313f28fd9f
- "Construction worker for the Panama Canal expansion project" by World Bank Photo Collection is licensed under CC BY-NC-ND 2.0: https://wordpress.org/openverse/image/0cdd65a3-500c-4fae-9a69-242ea29b261c/
- “Screenshots.” OpenTTD, OpenTTD, https://www.openttd.org/screenshots.
Uma visão geral sobre Reality Mining e pesquisas que foram e estão sendo desenvolvidas neste contexto. O conteúdo dos slides foram extraídos dos estudos e experimentos do MIT Media Lab (http://hd.media.mit.edu/) dirigido pelo Prof. Alex Pentland
In this invited talk (for the Visual Language Lab at Tilburg University, Netherlands) I discuss my laboratory's recent work on Interactive Narrative Intelligence: research in support of understanding what narrative design is (as a practice), how we might design narratives intentionally, and how we might best support it. In it, I cover a variety of papers across systems, psychology, artificial intelligence, virtual reality, games, and narrative that tackle different facets of these still-open questions, and outline further (more concrete) open questions for future work.
This document summarizes an invited talk given by Dr. Aladdin Ayesh on artificial intelligence topics. The talk covered definitions of AI, major AI fields like machine learning, planning, natural language processing and computer vision. It also discussed applications of AI such as intelligent interfaces, personalization, smart services and analytics. Throughout the talk, examples and potential future directions were provided for different AI topics.
New Media New Technology Workshop 1, Spring Semester 2017, Media Technology. Covers purpose of the course, Hardwware/Interfaces/Humans, Early Cybernetic Art and Narrative.
Emerce Dare - Digital design in a world of connected things Iskander Smit
Digital design in a world of connected things discusses how products are becoming connected systems and agents that interact with users. It outlines how the software layer is defining experiences and how products can take on roles like collectors, actors, and creators. The document also discusses trends like the app revolution, wearable revolution, and assistant revolution that are integrating humans and computers in new ways. It argues that experience design will increasingly involve rule-based experiences, storytelling, adaptiveness, and co-design between humans and machines within real-world contexts.
Design involves conceiving and creating ideas, and is found in many areas like documents, technology, music, and more. Computer-aided design (CAD) software allows designers to digitally create and edit designs, which is useful for drafting visual representations like technical drawings. Simulations software helps students build mental models of how systems work in areas like science by allowing them to interact with virtual representations. Designing media like music can be done using composition software, which provides tools similar to word processors for organizing and editing creative works.
The document is a presentation on cognitive systems and services. It discusses the Gartner Hype Cycle for emerging technologies, examples of cognitive services like IBM Watson and Amazon Alexa, and how cognitive systems work using natural language processing and machine learning. It also covers the potential impact of cognitive technologies on various professions and provides an outlook on the future of artificial intelligence.
Similar to Research, innovations, and engineering in animations, Graphics, and Virtual World (20)
Walmart Business+ and Spark Good for Nonprofits.pdfTechSoup
"Learn about all the ways Walmart supports nonprofit organizations.
You will hear from Liz Willett, the Head of Nonprofits, and hear about what Walmart is doing to help nonprofits, including Walmart Business and Spark Good. Walmart Business+ is a new offer for nonprofits that offers discounts and also streamlines nonprofits order and expense tracking, saving time and money.
The webinar may also give some examples on how nonprofits can best leverage Walmart Business+.
The event will cover the following::
Walmart Business + (https://business.walmart.com/plus) is a new shopping experience for nonprofits, schools, and local business customers that connects an exclusive online shopping experience to stores. Benefits include free delivery and shipping, a 'Spend Analytics” feature, special discounts, deals and tax-exempt shopping.
Special TechSoup offer for a free 180 days membership, and up to $150 in discounts on eligible orders.
Spark Good (walmart.com/sparkgood) is a charitable platform that enables nonprofits to receive donations directly from customers and associates.
Answers about how you can do more with Walmart!"
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
(𝐓𝐋𝐄 𝟏𝟎𝟎) (𝐋𝐞𝐬𝐬𝐨𝐧 𝟏)-𝐏𝐫𝐞𝐥𝐢𝐦𝐬
𝐃𝐢𝐬𝐜𝐮𝐬𝐬 𝐭𝐡𝐞 𝐄𝐏𝐏 𝐂𝐮𝐫𝐫𝐢𝐜𝐮𝐥𝐮𝐦 𝐢𝐧 𝐭𝐡𝐞 𝐏𝐡𝐢𝐥𝐢𝐩𝐩𝐢𝐧𝐞𝐬:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
𝐄𝐱𝐩𝐥𝐚𝐢𝐧 𝐭𝐡𝐞 𝐍𝐚𝐭𝐮𝐫𝐞 𝐚𝐧𝐝 𝐒𝐜𝐨𝐩𝐞 𝐨𝐟 𝐚𝐧 𝐄𝐧𝐭𝐫𝐞𝐩𝐫𝐞𝐧𝐞𝐮𝐫:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
Level 3 NCEA - NZ: A Nation In the Making 1872 - 1900 SML.pptHenry Hollis
The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UP
Research, innovations, and engineering in animations, Graphics, and Virtual World
1. Faculty Development Program
on
Research, Innovations, and Engineering In CS:
Issues and Approaches
18-23 July, 2016
Dr. Suma Dawn,
JIIT, Noida
Animations, Computer Games
& Virtual World: Issues and
Approaches
January 13, 20171
4. Research Issues
Deformation modelling
Cloth Simulation
January 13, 2017
Representation
for curves and
surfaces;
Example
based shape
priors;
Incorporation
of texture
information;
6. Research Issues
Deformation modelling
Cloth Simulation
January 13, 2017
Model – Mesh /
Mass-spring
Integration &
Collision
HandlingPosition
&
Velocity
Prediction
High-
Resolution ?
7. Research Topics
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant Movement
Evolving artificial life
January 13, 2017
8. Research Issues
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant Movement
Evolving artificial life
January 13, 2017
Representation
& Variables
Velocity &
pressure
considerations
Projection &
Optimizations
Hierarchy
non-
uniformity
9. Research Topics
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant Movement
Evolving artificial life
January 13, 2017
10. Research Issues
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant Movement
Evolving artificial life
January 13, 2017
Representation
& Variables
Ignition;
Spread Velocity
& Area
Interaction with
other elements
Intensity
11. Research Topics
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant Movement
Evolving artificial life
January 13, 2017
12. Research Issues
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant Movement
Evolving artificial life
January 13, 2017
Representation
& Variables &
Properties
Solid & Fluid like
dynamics
Rendering & deformation
gradients
Interaction
13. Research Topics
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant growth & movement
Evolving artificial life
January 13, 2017
14. Research Issues
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant Movement
Evolving artificial life
January 13, 2017
User
control
Realism
Rendering & deformation
gradients
Interaction
15. Research Topics
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant Movement
Evolving artificial life
January 13, 2017
16. Research Issues
Fluid Simulation
Fire & Smoke Simulation
Natural Phenomena Simulation – Snow
Plant Movement
Evolving artificial life
January 13, 2017
User
control
Realism
World
creation
Interaction
17. Research Topics
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
18. Research Issues
Virtual Characters – 2D & 3D
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
Caricature
Creation
3D Models
Character
Rigging
Skin /
Texture
19. Research Topics
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
20. Research Issues
Caricature – 2D & 3D
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
Skin /
Texture
Character
Rigging
3D Models
Registration /
Superimposition
Intense
Realism
Expression
Transmission
between
Avatars
Non-verbal
facial
expression
Exaggerated
expression
21. Research Topics
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
22. Research Issues
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
Markers /
Markerless
Representation
Optimality Speed Active
Contours
23. Research Topics
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
24. Research Issues
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
Occlusion
Raytracing
Depth Data
Shadow
Maps
Gesture Context
Recognition
conceptual
structuring and
vocabulary
25. Research Topics
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
26. Research Issues
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
automated camera
planning & motion
control
Ethical
issues??
Service
Rendering
Camera
Control
relationship between world
and screen locations of the
object;
Expressing
perceptual
qualities
27. Research Topics
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
28. Research Issues
Virtual Character
Facial Animation & Emotion Depiction
Motion & Performance Capture
Image-based Animation
Behaviour Controller
Animation Interface
January 13, 2017
2D → 3D
adaptability
issues;
Representation of
objects
Teaching Life skills
to person with
special needs
Interface interaction –
graphics & placement
29. Research Areas in CGVW
Education & Learning, Simulations, smart…..
Media, Art, Culture, & History – creativity, aesthetics,
Anthropological, Behaviour, Sociological – Work Vs. Play?,
socio-cultural-economic-political effects,…
Computer System Technologies – processors, graphics
h/w & s/w, networking, databases, language design,
sensors, …
Advanced Technologies – AI, Behaviour scripting, narrative
& emergent systems, content generation, world building,
…
30. Psychology – Emotional Modelling
Joy
Positive feedback, achieving instant peak, decreasing with time
Fear
Negative, gradual peak, happening mostly in safe environments
Other feelings
Success/failure, danger/safety, expectations, trust, surprise, disgust and
anticipation
Diversity
Two individuals never have the same emotional response (they need to be
randomised)
Stereotypical animation
Fear: rapid head motion, low posture, bulged eyes
Happiness: smiling straightened body, slow and graceful movement
31. Behaviour
Social Learning, relations, self-esteem and anxiety, Mood
modification, Tolerance, Withdrawal
Academic performance and crime
General Energy and arousal
Cognitive model of aggression, Conflict
Addiction
Catharsis theory (experiencing depictions of violence in media can
reduce aggressive feelings)
Cultivation & Stereotyped perception
32. Player Behaviour: Participants,
design, material, procedure,
Decision trees- properties of player behavior, such as
reading texts, viewing pictures, or click rates in the game;
determine which player behavior corresponds to which
class of learning outcome.
object–object and object–environment interactions
Association rules
35. AI and Games
What is Game AI ??
Good AI Vs. Fun AI
How Game AI should be ?
Mainstream AI in Games....
• Search
• Planning & Production
• Pathfinding, Flocking
• Interaction (PC Vs. NPC)
Built-in Engines...
41. Spatial Immersion Issues
Spatial Presence
holistic experience of flow
Presence and Flow as Process Variables in Media Use
Influence of Motivation and Immersive Tendency on Flow and
Presence
Influence of Flow and Presence on Enjoyment and
Performance
Expected Relationships
42. Centres of Research on Games & VE
Centre for Computer Games Research – IT University of Copenhagen
Digital Game Research Centre – North Carolina State University – Computational
Intelligence & Interactive Games Research (dgrc.ncsu.edu)
Centre for Digital Games Research & Virtual Environment- UC Santa Barbara
(cdgr.ucsb.edu); recveb.ucsb.edu)
Institute of Virtual Environments and Computer Games – University of California,
Irvine (ivecg.uci.edu)
Centre for Simulation & VE Research – University of Cincinnati (ucsim.uc.edu/blog)
Institute of Digital Games – University of Malta (www.game.edu.mt)
Utrecht Centre for Game Research – Utrecht University
(www.uu.nl/en/research/game-research)
Centre for Games and Music Technology Research – Bournemouth University
(research.bournemouth.ac.uk)
DiVE – Duke immersive VE (virtualreality.duke.edu)
Living Environment Laboratory – Wisconsin (wid.wisc.edu/research/)
Centre for Visualization & VE - University of Kentucky (vis.uky.edu)
Oak Ridge National Laboratory – Visualization & Virtual Environment Research
(web.ornl.gov/info/ornl review/v3)n3-4/visual.htm)
January 13, 201742
43. Publications
January 13, 201743
Game Studies: The International Journal of Computer Game
Research (Supported by Swedish Research Council, Lund
University, IT University of Copenhagen) (Online)
International Journal of Computer Games Technology
(Hindawi)
Computer Games Journal (Springer)
Games & Culture (Sage Publications)
Journal of Game Design and Development Education
(Rochester Institute of Technology)
International Journal of Gaming and Computer-Mediated
Simulations
ELUDAMOS: Journal for Computer Game Culture (Online)
Computer Game Education Review (Online)
Journal of Virtual Worlds Research (Online)
Simulation & Gaming: An International Journal of Theory,
Practice and Research
Interactive Learning Environments
Presence: Tele-operators and Virtual Environments
Proceedings of the game developer conference
NetGames: Proceedings of ACM SIGCOMM Workshop on
Network and System Support for Games
Journal of Computer-Mediated Communication
Journal of Creative Technologies
IEEE Symposium on Computational Intelligence and Games
ACM SIGGRAPH Symposium on Computer Animation
Computer Animation & Virtual Worlds (Wiley Online
Library)
Animation (Sage Publication)
ACM Transactions on Graphics (Proceedings of
SIGGRAPH)
ACM Transactions on Graphics (TOG)
IEEE Conference on Computer Vision and Pattern
Recognition (CVPR)
Indian Conference on Vision, Graphics and Image
Processing (ICGVIP)
Computer Graphics Forum / Proceedings of the Euro-
graphics Conference,
Computer Vision and Image Understanding
Computer Vision and Pattern Recognition
IEEE Conference on Computer Vision and Pattern
Recognition
International Journal of Computer Vision
SPIE- IS&T Electronic Imaging
Annual conference on Computer graphics and
interactive techniques
IEEE Transactions on Pattern Analysis and Machine
Intelligence
IEEE/Eurographics Symposium on Point-Based
Graphics
Computer Aided Geometry
Journal of Scientific Computing