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1.
    
This study focuses on the investigation of the effects of computer simulation and animation (CSA) on students' cognitive processes in an undergraduate engineering course. The revised Bloom's taxonomy, which consists of six categories in the cognitive process domain, was employed in this study. Five of the six categories were investigated, including remember, understand, apply, analyze, and evaluate. Data were collected via a think‐aloud protocol involving two groups of student participants: One group learned a worked example problem with a CSA module, and the other group learned the same problem with traditional textbook‐style instruction. A new concept called frequency index was proposed for use in qualitative research that involves the quantitative comparison of the overall popularity of a particular mental activity performed by two groups of students. The results show that as compared to traditional textbook‐style instruction, CSA significantly increases students' activities in the understand category of the revised Bloom's taxonomy during learning and significantly increases students' activities in the understand, apply, analyse, and evaluate categories during subsequent problem‐solving. That learning via CSA has a profound impact on subsequent problem‐solving is attributed to intensive human–computer interactions built in the CSA learning module.  相似文献   

2.
    
The current study investigated the application and effectiveness of computer assisted language learning (CALL) in teaching academic writing to Iranian EFL (English as a Foreign Language) learners by means of Microsoft Word Office. To this end, 44 sophomore intermediate university students majoring in English Language and Literature at an Iranian university who had enrolled in a course called Advanced Writing were randomly divided into two groups. As a pre‐test, a pen‐and‐paper writing task was given to both groups at the beginning of the semester. The control group including 24 male and female students was taught based on traditional approach while the experimental group including 20 male and female students was taught based on CALL. At the end of one semester, a pen‐and‐paper writing task was given to both groups. The results of the post‐test revealed that the students who were exposed to computer‐based instruction outperformed their counterparts in terms of using appropriate articles, tense, plural forms and spelling. Moreover, the students in the experimental group produced paragraphs of higher quality. The findings of this study confirmed the efficacy of computer‐based instruction in the development of EFL learners' writing skills.  相似文献   

3.
    
Interactive simulations of fluids flow play an important role in several computer graphics‐based applications such as computer games, computer animation, movie industry, and virtual realities. The incompressible smoothed particle hydrodynamics (ISPH) model is a promising numerical scheme for large‐scale and large‐deformation simulations, where the pressure can be determined precisely by solving pressure Poisson equation (PPE). The three main shortcomings of the ISPH scheme are oscillating pressure, particles disorders, and particles penetrations through rigid boundary. In this paper, the stable pressure is obtained from modifications in the source term of PPE, in which the divergence‐free velocity condition plus density‐invariance condition multiply by a relaxation coefficient are included. The particles disorders are solved via utilizing a shifting technique with the current treatment of source term in PPE. Additionally, the dummy boundary particles are used for the rigid boundary treatment. For getting enough pressure on the boundary, the Neumann boundary condition is satisfied during the implicit solving processes. The performance of the stabilized ISPH model is tested on various numerical simulations with largely distorted free surface including liquid sloshing problems, fluid–fluid and fluid–structure interactions, and dam‐break flows. To extend the applicability of the stabilized ISPH model, the post process including visual realism with a highly rendering scheme is coupled. The coupled scheme introduces several simulations including free falling of a rigid body, water splashes, and dam break analysis. Furthermore, the proposed ISPH‐based method enables efficient and viscous fluid simulations with large time steps, higher viscosities, and resolutions, and it is a robust scheme in long interval simulations of nonlinear free‐surface flows.  相似文献   

4.
目的 基于物理的烟雾模拟是计算机图形学的重要组成部分,渲染具有细小结构的高分辨率烟雾,需要大量的计算资源和高精度的数值求解方法。针对目前高精度湍流烟雾模拟速度慢,仿真困难的现状,提出了基于字典神经网络的方法,能够快速合成湍流烟雾,使得合成的结果增加细节的同时,保持高分辨率烟雾结果的重要结构信息。方法 使用高精度的数值仿真求解方法获得高分辨率和低分辨率的湍流烟雾数据,通过采集速度场局部块及相应的空间位置信息和时间特征生成数据集, 设计字典神经网络的网络架构,训练烟雾高频成分字典预测器,在GPU(graphic processing unit)上实现并行化,快速合成高分辨率的湍流烟雾结果。结果 实验表明,基于字典神经网络的方法能够在非常低分辨率的烟雾数据下合成空间和时间上连续的高分辨率湍流烟雾结果,效率比通过在GPU平台上直接仿真得到高分辨率湍流烟雾的结果快了一个数量级,且合成的烟雾结果与数值仿真方法得到的高分辨率湍流烟雾结果足够接近。结论 本文方法解决了烟雾的上采样问题,能够从非常低分辨率的烟雾仿真结果,通过设计基于字典神经网络结构以及特征描述符编码烟雾速度场的局部和全局信息,快速合成高分辨率湍流烟雾结果,且保持高精度烟雾的细节,与数值仿真方法的对比表明了本文方法的有效性。  相似文献   

5.
We present a new hybrid CPU/GPU collision detection technique for rigid and deformable objects based on spatial subdivision. Our approach efficiently exploits the massive computational capabilities of modern CPUs and GPUs commonly found in off‐the‐shelf computer systems. The algorithm is specifically tailored to be highly scalable on both the CPU and the GPU sides. We can compute discrete and continuous external and self‐collisions of non‐penetrating rigid and deformable objects consisting of many tens of thousands of triangles in a few milliseconds on a modern PC. Our approach is orders of magnitude faster than earlier CPU‐based approaches and up to twice as fast as the most recent GPU‐based techniques.  相似文献   

6.
基于物理的流体模拟动画综述   总被引:22,自引:6,他引:22  
基于物理的流体模拟近年来成为计算机动画领域的一个研究热点.回顾了该领域中基于物理的流体模拟的发展情况,总结了该研究方向所采用的各类方法,并结合各种现象的特点分门别类地详细展开.其方法总体上可以分为欧拉法和拉格朗日法,涉及的现象包括烟雾、火焰、爆炸、波浪、气泡以及自由运动界面等.最后展望了未来发展的3个重点:细节策略、加速策略和控制策略,以使整个模拟能够更好地满足人们对真实感、实时性以及灵活性的需求.  相似文献   

7.
有机化学综合设计型实验的计算机模拟   总被引:2,自引:1,他引:2  
利用Flash动画和Director多媒体技术,开发制作了有机化学实验计算机模拟软件。在系统模拟有机化学实验的基本知识和单元实验的基础上,重点对一些综合型、设计型实验进行了仿真模拟,内容包括12项单元实验、42项综合实验和2项示范性设计实验。  相似文献   

8.
用于动态序列合成的运动纹理模型   总被引:1,自引:0,他引:1  
提出了一种新的用于动态序列合成的分层统计模型——运动纹理模型.该模型使用统计方法自动分析动态序列,可以合成与原始样本数据统计特性相同的新的动态序列.运动纹理模型是一个两层模型.其中包含的两层分别为基元层和基元分布层.模型中用线性动态系统来表示单个基元.而对基元的统计分布则由相关转移矩阵来描述.该文详细地讨论了如何通过最大似然准则来学习运动纹理模型的方法,并描述了如何用运动纹理模型自动合成动态序列的过程.该文通过使用运动纹理模型合成舞蹈动作和视频序列的一些实验验证了该模型的有效性.  相似文献   

9.
Abstract   Computer simulations and laboratory activities have been traditionally treated as substitute or competing methods in science teaching. The aim of this experimental study was to investigate if it would be more beneficial to combine simulation and laboratory activities than to use them separately in teaching the concepts of simple electricity. Based on their pre-test performances, 66 elementary school students were placed into three different learning environments: computer simulation, laboratory exercise and a simulation–laboratory combination. The results showed that the simulation–laboratory combination environment led to statistically greater learning gains than the use of either simulation or laboratory activities alone, and it also promoted students' conceptual understanding most efficiently. There were no statistical differences between simulation and laboratory environments. The results highlight the benefits of using simulation along with hands-on laboratory activities to promote students' understanding of electricity. A simulation can help students to first understand the theoretical principles of electricity; however, in order to promote conceptual change, it is necessary to challenge further students' intuitive conceptions by demonstrating through testing that the laws and principles that are discovered through a simulation also apply in reality.  相似文献   

10.
计算机生成3维卡通烟尘动画   总被引:2,自引:1,他引:1       下载免费PDF全文
为了能够表现不同透视和视点下的3维卡通烟尘动画,给出了一个计算机自动生成3维卡通烟尘动画的模型.该模型首先对手工绘制的卡通烟尘进行分类,然后通过构建它们的骨架来定义出各种类型卡通烟尘的静态结构构与动态结构,最后在骨架的基础上,通过简单的模型绘制出卡通烟尘的形态.该模型的特点是把骨架定义在3维空间上,这不仅仅可以表现不同透视和视点下的各种卡通烟尘效果,而且避免了手工绘制相应动画效果时的重复劳动.  相似文献   

11.
This paper introduces the use of Petri Nets as a modeling and analysis tool for animation environments. Firstly, the original formulation for Petri Nets is applied in two animation situations, one modeled as a state machine and another exploring interdependent transitions. Increasing the complexity level, some modeling extensions are discussed and more sophisticated animation examples are studied.  相似文献   

12.
    
Atlas is a theory of what makes systems engineers effective. The primary data to date on which Atlas is based comes from the U.S. defense community, but indications are that the theory is applicable to other business sectors as well. Based primarily on qualitative analysis of interviews with 287 individuals from 20 organizations in the DoD, defense industrial base, and commercial industry, Atlas identifies the key characteristics of systems engineers, explains what promotes and inhibits their effectiveness, and identifies how organizations are attempting to improve effectiveness of their systems engineering workforce. In Atlas, a systems engineer is considered effective when she consistently delivers value. This fundamental definition of effectiveness hinges on “value.” Although each organization defines what it most values in its systems engineers, the most commonly‐cited values include: keeping and maintaining the system vision, enabling diverse teams to successfully develop systems, managing emergence in both the project and the system, enabling good technical decisions at the system level, supporting the business cases for systems, and translating technical jargon into business or operational terms and vice versa. In order to provide these values, system engineers must have the right proficiencies—knowledge, skills, abilities, behaviors, and cognition—and the right personal and organizational characteristics to support their work. This paper describes both Atlas and the insight it offers into what makes systems engineers effective.  相似文献   

13.
    
Despite great strides in past years are being made to generate motions of elastic materials such as cloth and biological skin in virtual world, unfortunately, the computational cost of realistic high‐resolution simulations currently precludes their use in interactive applications. Thin elastic materials such as cloth and biological skin often exhibit complex nonlinear elastic behaviors. However, modeling elastic nonlinearity can be computationally expensive and numerically unstable, imposing significant challenges for their use in interactive applications. This paper presents a novel simulation framework for simulating realistic material behaviors with interactive frame rate. Central to the framework is the use of a constraint‐based multi‐resolution solver for efficient and robust modeling of the material nonlinearity. We extend a strain‐limiting method to work on deformation gradients of triangulated surface models in three‐dimensional space with a novel data structure. The simulation framework utilizes an iterative nonlinear Gauss–Seidel procedure and a multilevel hierarchy structure to achieve computational speedups. As material nonlinearity are generated by enforcing strain‐limiting constraints at a multilevel hierarchy, our simulation system can rapidly accelerate the convergence of the large constraint system with simultaneous enforcement of boundary conditions. The simplicity and efficiency of the framework makes simulations of highly realistic thin elastic materials substantially fast and is applicable of simulations for interactive applications. Copyright © 2015 John Wiley & Sons, Ltd.  相似文献   

14.
In many cases, traditional hand-drawn animation has been replaced by computer technology. Computer-supported approaches can essentially be characterised as two interface types: keyframing and coding. However, these two interface types offer limited editing ability for scene animation applications, which usually consist of a large testing space of similar behaviours. The testing cycle, using either predefined keyframe sequences or general coding interface, tends to be costly and time consuming. This paper reports work which uses the DataGlove device to support and test variable schooling behaviours of fish in a virtual marine world. This is put forward as a representative example of scene animation. The glove-based interface places the user as a participant in the behavioural simulation process. In the work, hand shapes and motions are recognised and used for either event triggering or role switching. The specific shapes and motions of the user's hand trigger control signals or commands through a menu-based interface. The hand can itself be used to simulate an object in the scene. The object, which can be either static or dynamic, participates in the control process. Using hand movements in this way allows the user to interactively specify the paths of moving objects in the scene, and also creates a diversity of dynamic situations which can be useful for testing variable scene behaviours. The application presented in this paper looks at examples of controlling fish behaviour in a limited pond environment controlled by glove-based interaction.  相似文献   

15.
    
This paper surveys the set of techniques developed in computer graphics for animating human walking. First we focus on the evolution from purely kinematic ‘knowledge‐based’ methods to approaches that incorporate dynamic constraints or use dynamic simulations to generate motion. Then we review the recent advances in motion editing that enable the control of complex animations by interactively blending and tuning synthetic or captured motions. Copyright © 1999 John Wiley & Sons, Ltd.  相似文献   

16.
介绍了二维流体和三维流体动画方法。流体动画制作分为两步:流体表面建模和流体绘制。二维流体建模主要采用参数建模方法,基于傅立叶变换原理,合成波动的二维流体表面。三维流体建模一般基于Navier-Stokes流体方程,利用流体内部的速度建立流体表面的方程。流体绘制主要采用光线跟踪方法。流体动画的挑战和发展方向在于:流体动画控制、实时绘制、细节表现。  相似文献   

17.
    
We present an approach to articulated figure motion in which motion tasks are defined in terms of goals and ratings. The agents are dynamically-controlled robots whose behaviour is determined by robotic controller programs. The controller programs for the robots are evaluated at each time step to yield torque values which drive the dynamic simulation of the motion. We use the AI technique of genetic programming (GP) to automatically derive control programs for the agents which achieve the goals. This type of motion specification is an alternative to key framing which allows a highly automated, learning-based approach to generation of motion. This method of motion control is very general (it can be applied to any type of motion), yet it allows for specifications of the types of specific motion which are desired for a high quality animation. We show that complex, specific, physically plausible and aesthetically appealing motion can be generated using these methods.  相似文献   

18.
织物在空间运动的刚性特征始终是困扰织物动态仿真的难题.显式方法简单灵活,易于实现,但受稳定因素影响,无法实现具有刚性特征的织物动态模拟;隐式方法稳定性好,却忽略了非线性因素,而且计算复杂,直接影响到仿真的最终结果和实际效率.针对这一问题,提出了基于隐式一显式的近似解法,该方案从系统受力形变的非线性特征出发,将质点受力分为线性和非线性两部分,线性部分采用隐式解法,非线性部分利用显式解法,线性方程组的求解则运用近似解法.实验结果表明,该方法兼具两种方法的优点,既保留了隐式方法的稳定性,又充分利用了显式方法的简易性处理非线性特征,从而从真正意义上解决织物仿真中的刚性问题.  相似文献   

19.
    
Fluid simulation is well-known for being visually stunning while computationally expensive. Spatial adaptivity can effectively ease the computational cost by discretizing the simulation space with varying resolutions. Adaptive methods nowadays mainly focus on the mechanism of refining the fluid surfaces to obtain more vivid splashes and wave effects. But such techniques hinder further performance gain under the condition where most of the vast fluid surface is tranquil. Moreover, energetic flow beneath the surface cannot be adequately captured with the interior of the fluid still being simulated under coarse discretization. This article proposes a novel boundary-distance based adaptive method for smoothed particle hydrodynamics fluid simulation. The signed-distance field constructed with respect to the coupling boundary is introduced to determine particle resolution in different spatial positions. The resolution is maximal within a specific distance to the boundary and decreases smoothly as the distance increases until a threshold is reached. The sizes of the particles are then adjusted towards the resolution via splitting and merging. Additionally, a wake flow preservation mechanism is introduced to keep the particle resolution at a high level for a period of time after a particle flows through the boundary object to prevent the loss of flow details. Experiments show that our method can refine fluid–solid coupling details more efficiently and effectively capture dynamic effects beneath the surface.  相似文献   

20.
结合一种面-面碰撞检测算法的服装动态模拟   总被引:5,自引:0,他引:5  
实时的服装动态模拟一直是计算机动画的研究热点。在回顾弹性模型及其碰撞问题的相关研究工作的基础上,采用基于质点-弹簧模型的动态模拟方法,产生了虚拟3D模特表面的服装动态效果。其中考虑了织物的非理想弹性属性和变化的空气流作用力,并针对系统实现的瓶颈-服装和人体的碰撞问题,提出一种碰撞检测算法。  相似文献   

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