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AquaMOOSE 3D: a Constructionist Approach to Math Learning Motivated by Artistic ExpressionElliott, Jason Lynn 24 August 2005 (has links)
Research has shown that students interest in academics declines significantly with age, especially in the areas of math and science (Kahle et al., 1993; Wigfield, 1994; Wigfield and Eccles, 1992). One approach to combating this problem is by using new technologies to engage students who otherwise would not be interested in learning. In the AquaMOOSE project, 3D graphical technology is combined with a constructionist learning philosophy to create an environment where students can creatively explore new mathematical concepts.
The AquaMOOSE socio-technical system has been developed using an iterative design process. Three formal studies were conducted to assess the effectiveness of the system, as well as several smaller scale evaluations. The first study was conducted during a six-week summer program where students were able to use the AquaMOOSE system during their free time. The second study explored different learning issues in the context of a comparison-class study at a local high school where one section learned about polar coordinates using standard curriculum materials and an equivalent section learned the same material using a curriculum designed specifically around the AquaMOOSE system. The final study of the AquaMOOSE system was in an eight-week after-school program at a local high school where a balance between structure and creative freedom was explored.
In this thesis, the iterative design and evaluation of the AquaMOOSE socio-technical system is presented. Evidence from this process is used to suggest implications of using 3D technology and constructionist philosophy for teaching complex mathematical content. The findings presented address issues of using constructionist learning environments for complex content and the tradeoffs of using 3D technology for educational systems.
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Rozšíření programu VRUT o zobrazovací plugin v rozhraní Vulkan / Vulkan Rendering Plugin for VRUT SoftwareKáčerik, Martin January 2017 (has links)
The master’s thesis submitted deals with realtime rendering of three-dimensional CAD data using Vulkan API. The thesis also covers possibilities of connecting the API with VRUT, complex solution for renderig developed by ŠKODA AUTO a.s. Design of such connection is presented in form of Vulkan rendering plugin for VRUT application. Performance of the designed module is compared with another rendering module, based on different rendering technologies.
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Výpočet osvětlení ve scéně v reálném čase / Real-Time Illumination of a SceneMartanovič, Lukáš January 2013 (has links)
This thesis is focused on describing methods of computation of global illumination of 3D graphics scenes in real-time. First chapter contains brief introduction to the issue of global illumination (GI) computation, as well as quick summarisation of principles of most commonly used GI computation approaches. A method of visibility computing for indirect illumination, taking advantage of Imperfect Shadow Mapping, is introduced next. After closer examination of this method and prerequisite algorithms follows a description of its practical implementation, as well as of the structure of simple demonstrative application. Next chapter then contains testing and brief examination and evaluation of resulting program's behaviour. Finally, a possible method extension by means of virtual point light clustering is proposed.
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Index of Refraction : Transparent Medium in 3D / Brytningsindex : Transparent Medium i 3DEtminan, Arvin January 2020 (has links)
Denna uppsats är en beskrivning på utvecklingen av detta projekt, där fokuset handlar om teorier och fakta på ljus i samband med transparanta medium. Målet med projektet var att testa och experimentera inom det nämna området fast i 3D grafik, där resultatet är renderade bilder med analys, diskussioner och slutsatser. / This essay describes the development of this project, where the focus is on theories and facts about light and transparent mediums. The aim of the project was to test and experiment the mentioned area in 3D graphics, where the results are single rendered images with analysis, discussions and conclusions.
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A High-Performance Parallel Thinning Approach Using a Non-cubic Grid StructureBrunner, David, Brunnett, Guido, Strand, Robin 14 September 2006 (has links)
In the past years the so-called body-centered cubic grid (bcc) has been examined and proved to be superior over Cartesian lattices for certain applications. Our work deals with parallel thinning on these bcc grids. We introduce conditions which are sufficient for retaining topology and suggest additional conditions to influence the shape of the resulting skeleton. We further developed an algorithm to extract curve skeletons out of 3d objects in parallel which we also present here.
We show in our results that the developed thinning approach on bcc grids is extremely efficient.
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Real time rendering and modifiction of scenes with complex materialsPugh, Christopher M. 01 January 2010 (has links)
Realistic rendering of 3D graphics scenes often requires large amounts of data and processing. High resolution texture data, complex BRDFs, surface modification, and global illumination effects are often necessary to realistically render a synthetic scene, but achieving such effects with a reasonable balance between performance and quality in real-time remains a challenge. Virtual texture techniques have been developed in order to manage extremely high resolution texture data. This thesis describes the implementation of a technique which allows writing of projected texture data to a virtual texture in real-time, allowing infinite numbers of permanent highly detailed surface modifications without the performance or accuracy limitations of decal techniques used in current games. It also describes an implementation of a real-time renderer which uses measured BRDF data, and discusses how applying virtual texturing to measured BRDF data may allow accurate, fast rendering with realistic materials. Finally, it discusses how the virtual decal system can be used to allow artists or game players to interactively alter the material composition of scenes with many distinct measured BRDFs.
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Elaboration and Design of α7 nAChR Negative Allosteric ModulatorsAlwassil, Osama I. 01 January 2015 (has links)
α7 Neuronal nicotinic acetylcholine receptors are one of two major classes of receptors responsible for cholinergic neurotransmission in the central nervous system. The existence of α7 neuronal nAChRs in different regions of the nervous system suggests their involvement in certain essential physiological functions as well as in disorders such as Alzheimer’s disease (AD), drug dependence, and depression. This project was aimed toward the discovery and development of small–molecule arylguanidines that modulate α7 nAChR function with improved subtype-selectivity through an allosteric approach. Identifying the required structural features of these small molecules allowed optimization of their negative allosteric modulator (NAM) actions at α7 neuronal nAChRs. MD-354 (3-chlorophenylguanidine) was the first small–molecule NAM at α7 nAChRs; however, it also binds at 5-HT3 receptors. The N-methyl analog of MD-354 appeared to be more selective toward α7 nAChRs than 5-HT3 receptors. Comparative studies using two series of novel compounds based on MD-354 and its N-methyl analog explored the aryl 3-position and investigated whether or not the MD-354 series and the N-methyl series bind in the same manner. Biological potencies of the MD-354 series and the N-methyl series of compounds, obtained from electrophysiological assays with Xenopus laevis oocytes expressing human α7 nAChRs in two-electrode voltage-clamp assays, showed that N-(3-iodophenyl)-N- methylguanidine (28) is the most potent analog at α7 nAChRs. Our comparative study and Hansch analyses indicated different binding modes of the two series.
In addition, we investigated: i) the length/size of the aliphatic side chain at the anilinic nitrogen, ii) the effect of alkylating the guanidine nitrogen atoms, and iii) the necessity of the presence of these nitrogen atoms for the inhibitory effects of arylguanidines at α7 nAChRs.
In efforts to explain the varied functional activity of these arylguanidines, homology models of the extracellular domain and the transmembrane domain of human α7 nAChRs were developed, allosteric sites identified, and docking studies and hydropathic analysis conducted. The 3D quantitative structure-activity relationships for our compounds were also analyzed using CoMFA. A pharmacophore for arylguanidines as α7 nAChR NAMs was identified.
Together, these data should be useful for the subsequent design of novel arylguanidine analogs for their potential treatment of neurological disorders.
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The Bridge / The BridgeMedek, Lukáš January 2012 (has links)
The Bridge: Pong Evolution describes the evolution of visuality in computer games in the symbolic way. The piece focuses on the most common elements used in graphics, gameplay, styles and technologies both in history and nowadays. Then it uses them in one single evolving environment. The work is also criticizing some contemporary (and past) trends commonly used in video games.
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Mörkerkörning: Realtidssimulering och visualisering av fordonsbelysning för mörkerkörning i körsimulator / Nighttime Driving: Real-time Simulation and Visualization of Vehicle Illumination for Nighttime Driving in a SimulatorHäggmark, Erik January 2004 (has links)
<p>To give a realistic impression in a driving simulator for nighttime driving, there are many challenging aspects to consider. One of the most important aspects is the illumination caused by the headlights of the own vehicle. To give a realistic impression there is the need to consider the characteristics of the headlight in use to be able to represent main and dipped beam, but also to represent different models and types of headlights. </p><p>Another important aspect is the dazzling effects caused by the light cast by other vehicles upon the driver. These effects are not only important to give a realistic and visually appealing simulation, but also to simulate blinding effects which may affect the drivers ability to perceive the traffic environment to a large degree. </p><p>This thesis describes methods to simulate these vital aspects of night-drive simulation in real-time using the capabilities of today's graphics cards.</p>
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A Visualization Tool for Drill Rig Simulators used in Software Development / ETT VISUALISERINGSVERKTYG FÖR BORRIGSSIMULATORER ATTANVÄNDA I MJUKVARUUTVECKLINGLarsson, Mikael January 2010 (has links)
<p>Boomer is a machine that is developed and produced by Atlas Copco Rock Drills AB, which is used for underground mining and tunneling. It is a blast-hole drilling rig equipped with drills that are attached to the arms, called booms, which the rig holds. The machine is controlled and monitored by Atlas Copco’s Rig Control System (RCS), which consists of a number of intelligent units connected in a CAN-net. When developing software for the RCS, a simulator that makes it possible to run the software on an ordinary desktop PC is used. The problem is that there is no intuitive way to see how the booms are oriented, while positioning. Therefore it is desirable to have a 3D visualization of the rig, with focus on the booms, which can be used alongside the simulator to get immediate feedback about the movements of the booms. This report describes the process of developing an application that handles communication with the simulator and the 3D visualization.</p> / <p>Boomer är en maskin som utvecklas och produceras av Atlas Copco Rock Drills AB. Maskinen används vid gruvbrytning och tunnelkonstruktion. Boomer är en spränghålsborrigg som är utrustad med borrar vilka är monterade på riggens armar, kallade bommar. En Boomer övervakas och kontrolleras av Atlas Copcos kontrollsystem, RCS, som är ett system bestående av intelligenta enheter sammankopplade i ett CAN-nät. Vid utveckling av mjukvara till RCS används en simulator som gör det möjligt att köra mjukvaran på en vanlig PC. Problemet är att det inte finns något intuitivt sätt att se hur bommarna är riktade medans de blir positionerade. Därför är det önskvärt med en 3D visualisering av borriggen, med fokus på dess boomar, som kan användas tillsammans med simulatorn för att ge en direkt återkoppling av boomarnas förflyttning. Denna rapport beskriver utvecklingsprocessen för en applikation som hanterar kommunikationen med simulatorn och 3D visualiseringen.</p>
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