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1.
This paper reports on an innovative use of the WWW at the University of Geneva. Indeed, until now, the web has mostly been used to make information publicly available, whether directly in documents, or through search engines querying external databases. With the availability of forms, we are now starting to see WWW viewers used to input information, e.g. to order a pizza or give one's opinion about some topic.In the Computer Science department, as a semester project for the Software Engineering class, we are now implementing an experiment to allow first year students to have not only on-line access to a hypertextual version of the book used in the Data Structures class, but also to “animate” the algorithms that are described in the book. That is, the students can run, on the server, the program (or program segment) and interact with the execution to put breakpoints in the code, display the contents of variables and advance execution either step by step, or until a breakpoint is met, in much the same way as with a symbolic debugger.To do this required the development of a whole set of tools to facilitate, and even automate, the preparation of the algorithms to allow them to be started and controlled from a WWW client like Mosaic. It also required designing a mechanism to have the server spawn subprocesses to execute the algorithms and have the server query the appropriate subprocess for what has to be displayed next, based on the user's queries.This paper will describe the technical solutions that had to be designed to make this remote control feasible. Even though the project described in this paper has educational purposes, many of the solutions described can prove useful in very different contexts.  相似文献   

2.
The article presents a proposal, design and implementation of a new approach to adaptive e-learning systems. First, a proposal of a model is presented. This model aims at introducing adaptivity to current e-learning systems, which are rigid and limited in offering a truly personalised learning to individual students. Many of current e-learning systems enable personalised learning. However, in this paper, there is a new, innovative approach proposed for an adaptive personalised e-learning system. The primary area of our research is English as a second language (ESL). Adaptivity in our view is considered as an ability of the system to adapt to student's knowledge and characteristics. This pedagogical perspective requires introduction of such processes that enable to work the pedagogical aspects of teaching/learning. The required processes are of informatics nature. The proposed model was subsequently designed into a real application. Finally, the application was implemented and verified on a real data set. The results are also provided.  相似文献   

3.
The automatic in-betweening technology is one of the most important technologies in computer-assisted animation. The preprocessing of inconsistency of the topological structure between the start and the end key frames is time-consuming in the traditional in-betweening algorithm. Therefore, in order to guarantee the consistency of the topology structure between the start and the end key frames, we present in this paper a new mesh-based automatic in-betweening algorithm for the key frame animation. By meshing a three-dimensional object, all the infinite and disorderly points on the surface of an object can be converted into finite and ordinal points according to some principles of each layer and between layers, and then a series of in-betweens can be automatically generated in terms of an interpolation function. The algorithm in this paper presents a solution to the corresponding principles of the vertices on each layer and between layers after meshing the start and the end key frames. The experimental results demonstrate that the animation generated based on this method is smooth, natural, and fluent. In application, our algorithm can improve the efficiency of animation production as well as greatly reducing the cost.  相似文献   

4.
This paper proposes graphics primitives for constructing programs for algorithm animation. Our experiments show that these primitives can reduce program development time. Future directions of the current research is also discussed.  相似文献   

5.
Software Quality Journal - The model-driven engineering (MDE) paradigm promotes the use of conceptual models in information systems (IS) engineering and research. As engineering products,...  相似文献   

6.
In this article, we offer an in-depth exploration of the history, advancements, and innovations in the field of animation. From the roots of traditional hand-drawn animation to the contemporary realm of computer-generated imagery, the article outlines the progression of techniques and technologies that have revolutionized the industry. This study meticulously examines the transformative impact of emerging trends such as virtual reality, augmented reality, and artificial intelligence on the development and application of animation. A significant focus is placed on the societal implications of animation, investigating its pervasive influence in fields as diverse as education, advertising, and entertainment. The use of animation as a pedagogical tool, a marketing strategy, and a medium for storytelling has not only redefined these sectors but has also reshaped audience expectations and experiences. In forecasting the future of animation, the article identifies and analyzes potential technologies and trends poised to push the boundaries of the field. This includes examining challenges such as the ethical considerations of AI and the technical constraints of VR and AR. By providing a comprehensive overview of past developments and future possibilities, this review contributes to the ongoing discourse on the continually evolving landscape of animation.  相似文献   

7.
This paper describes an IBM-compatible microcomputer-based algorithm, written in Turbo C, for the animation of three-dimensional wire-frame finite element structure models on a variety of graphics devices. Since the Disk Operating System's memory addressing limitation of 640 kilobytes (KB) for a given program exists, the algorithm is implemented with a two-image animation scheme with each image stored as a portion of the entire screen in four memory buffers. The user may observe animated natural modes in elevation, plan, cross-section, and isometric views with an adjustable time delay between frame switching. As an example, the resulting algorithm is utilized to display natural modes of the Luling cable-stayed bridge. Discussions are made on the effect of different graphics devices on the animation process with regards to resolution, color versus black and white, memory requirements, and runtime flicker. The algorithm has proved reliable and efficient in its use, and above all, a great tool for engineers to quickly ascertain modal characteristics of complex structure configurations.  相似文献   

8.
Brown  M.H. Hershberger  J. 《Computer》1992,25(12):52-63
The techniques developed by M. M. Brown and R. Sedgewick (1985) in using the Balsa algorithm-animation system are reviewed. Techniques that focus on color and sound, areas just opening up in workstation-based interactive algorithm-animation systems, are described. Color is used for encoding the state of data structures, highlighting activity, trying multiple views together, emphasizing patterns, and making an algorithm's history visible in a single static image. Sound is used for reinforcing visuals, conveying patterns, replacing visuals, and signaling exceptional conditions. The techniques are based on work done with the Zeus algorithm-animation system. Six screen dumps from six different algorithm animations that are representative of the was Zeus was used are presented  相似文献   

9.
The design of autonomous characters capable of planning their own motions continues to be a challenge for computer animation. We present a novel kinematic motion‐planning algorithm for character animation which addresses some of the outstanding problems. The problem domain for our algorithm is as follows: given a constrained environment with designated handholds and footholds, plan a motion through this space towards some desired goal. Our algorithm is based on a stochastic search procedure which is guided by a combination of geometric constraints, posture heuristics, and distance‐to‐goal metrics. The method provides a single framework for the use of multiple modes of locomotion in planning motions through these constrained, unstructured environments. We illustrate our results with demonstrations of a human character using walking, swinging, climbing, and crawling in order to navigate through various obstacle courses. Copyright © 2001 John Wiley & Sons, Ltd.  相似文献   

10.
Algorithm animation would seem to be a useful tool for teaching algorithms. However, previous empirical studies of using algorithm animation have produced mixed results. This paper presents an empirical study in which the subjects programmed the algorithm which they had seen animated. The results of the experiment indicate that combining the animation with the implementation of the algorithm was an effective way to teach the animation, and also produced transfer effects for general recursion problems.  相似文献   

11.
12.
A parallel algorithm is presented for recognizing the class of languages generated by tree adjoining grammars, a tree rewriting system which has applications in natural language processing. This class of languages is known to properly include all context-free languages; for example, the noncontext-free sets {a n b n c n } and {ww} are in this class. It is shown that the recognition problem for tree adjoining languages can be solved by a concurrent read, concurrent write parallel random-access machine (CRCW PRAM) inO(logn) time using polynomially many processors. Thus, the class of tree adjoining languages is inAC 1 and hence inNC. This extends a previous result for context-free languages.This research was supported in part by NSF Grants IRI 92-96249, MCS 82-19116-CER, MCS 82-07294, DCR 84-10413, MCS 83-05221, ARO Grant DAA29-84-9-0027, DARPA Grant N00014-85-K-0018, and by the New Jersey Institute of Technology under Grant Nos. 421690 and 211665.  相似文献   

13.
Tango: a framework and system for algorithm animation   总被引:1,自引:0,他引:1  
Stasko  J.T. 《Computer》1990,23(9):27-39
The role of animation in understanding and evaluating programs and developing new programs is discussed. A framework for algorithm animation, called Tango, and a system based on that framework are introduced. Related work is reviewed, and the conceptual framework on which Tango is based is examined. The implementation of the Tango system is described. The first-fit bin-packing algorithm is animated to illustrate how the path-transition paradigm simplifies algorithm animation  相似文献   

14.
15.
This paper presents a new algorithm to generate ray-cast CSG animation frames. We consider sequences of frames where only the objects can move; in this way, we take advantage of the high screen area coherence of this kind of animation. A new definition of bounding box allows us to reduce the number of pixels to be computed for the frames after the first. We associate a CSG subtree and two new flags, denoting if the box has changed in the current frame and if it will change in the next frame, with each box. We show with three examples the advantages of our technique when compared with an algorithm which entirely renders each frame of an animation. Intersections with CSG objects may be reduced to about one-fifth, while the rendering may be computed up to four times faster for the test sequences. © 1998 John Wiley & Sons, Ltd.  相似文献   

16.
Mobile Ad hoc Network due to its intrinsic properties of mobility, infrastructure-less working and vulnerability of underlined standard routing protocols is exposed to various packet drop attacks such as blackhole attack, grayhole attack and co-operative blackhole attack. These attacking nodes participate actively in the route establishment process and when a path is established between two end nodes through these nodes, these nodes drop the data packets according to a pattern related to the type of attack. So, security of the network communication is a very critical issue and must be handled with greater efficiency and effectiveness. A lot of research has been carried out to detect and mitigate the effects of blackhole attack and its variants in MANET. In this paper, Different variants of blackhole attack are discussed along with shortcomings of present literature. We present a comprehensive taxonomy of the mitigation and detection mechanism along with summarization and comparison of some published work related to those categories. There are in total sixteen different categories of mitigation mechanism and we have reviewed and summarized ninety one research works related to the presented categories on various parameters like overhead, base protocol, modification in base routing protocol, detection type, nature, features and limitations.  相似文献   

17.
18.
Objectivity, Inc., markets an engineering database management system that is an OODBMS. We are committed to the idea that standards are beneficial for all players in the industry. We have played active roles in several standardization efforts, including the CAD Framework Initiative (CFI). This proposal discusses the motivation for a standardization effort, suggests a direction for its development, discusses cooperation with other such efforts, and offers some concrete starting suggestions.  相似文献   

19.
Rigging is a process for creating skeletons used to animate articulated characters. In conventional computer‐animation software, this process must be performed manually. Although several automatic rigging algorithms have been proposed, these methods still require user intervention. This paper proposes an automatic algorithm that generates an inverse kinematic skeleton for a character by locating an appropriate template skeleton on the extracted curve skeleton of the input 3D character model. After the curve skeleton is extracted, it is analyzed and classified into an appropriate category. The classification conditions are developed from the characteristics of each kind of real animal. We also develop an algorithm to extract the anatomical meaning of each skeleton segment. On the basis of the classification result, a suitable template skeleton is retrieved from the database. Each bone of the template skeleton can then be located on the appropriate skeleton segment of the input skeleton graph by using the extracted anatomical meanings. In contrast to previous methods, the algorithm does not require the input 3D character models to have certain poses or orientations. Moreover, all processes can be completed without user intervention. Copyright © 2012 John Wiley & Sons, Ltd.  相似文献   

20.
Inventory management in supply chain networks involves keeping track of hundreds of items spread across multiple locations with complex interrelationships between them. However, it is not computationally feasible to consider each item individually during the decision making process. The use of clusters of items is preferred for the evaluation of these decisions. In addition, the use of groups of items provides management with more effective methods for characterizing and controlling system performance and results in cost savings such as group discounts. In this research, we introduce a comprehensive clustering methodology for supporting inventory management in supply chain networks. All product characteristics which have a significant impact on the performance of the supply chain are taken into account. The nodes in the network are split into subnodes prior to clustering to reduce the complexity. The average linkage clustering algorithm and the Calinski and Harabasz index are used to identify clusters of similar items. In addition, a set of heuristics is used to capture the relationships between items as specified in the bill of materials for the products. Examples are presented to demonstrate the effectiveness of the clustering methodology as well as the performance of the heuristics, by comparing the results obtained with the optimal solution.  相似文献   

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