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"Computer animation Mathematics."
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Computer animation : algorithms and techniques
Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve.The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming.In this third edition, the most current.
Practical algorithms for 3D computer graphics
\"Practical Algorithms for 3D Computer Graphics, Second Edition covers the fundamental algorithms that are the core of all 3D computer graphics software packages. Using Core OpenGL and OpenGL ES, the book enables you to create a complete suite of programs for 3D computer animation, modeling, and image synthesis.Since the publication of the first edition, implementation aspects have changed significantly, including advances in graphics technology that are enhancing immersive experiences with virtual reality. Reflecting these considerable developments, this second edition presents up-to-date algorithms for each stage in the creative process. It takes you from the construction of polygonal models of real and imaginary objects to rigid body animation and hierarchical character animation to the rendering pipeline for the synthesis of realistic images.New to the Second EditionNew chapter on the modern approach to real-time 3D programming using OpenGLNew chapter that introduces 3D graphics for mobile devices New chapter on OpenFX, a comprehensive open source 3D tools suite for modeling and animationDiscussions of new topics, such as particle modeling, marching cubes, and techniques for rendering hair and furMore web-only content, including source code for the algorithms, video transformations, comprehensive examples, and documentation for OpenFXThe book is suitable for newcomers to graphics research and 3D computer games as well as more experienced software developers who wish to write plug-in modules for any 3D application program or shader code for a commercial games engine\"-- Provided by publisher.
Educational theories and computer game design: lessons from an experiment in elementary mathematics education
2020
Although educational games have been used for a considerable time, their true potential for enhancing achievement and motivation is still being explored. We argue in this paper that we may get closer to realizing this potential if the theoretical underpinning of educational games is improved. We developed a simple interactive math game based on insights from cognitive load and game design theory, in which players solve mathematical problems competitively and creatively. To investigate the effects of the game on achievement and motivation, we ran an experiment with fifth- and sixth-grade students. Our results show that students who played the game achieved better math results than those who did not. We did not find any significant differences in math motivation. Another promising finding, albeit beyond the scope of our hypotheses, relates to the potential effects of math games on student behavior.
Journal Article
Multivisual Animation Character 3D Model Design Method Based on VR Technology
2021
For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics rendering pipeline process and the analysis and research of each stage of the rendering pipeline. It mainly analyzes the 3D graphics algorithm used in the three-dimensional geometric transformation of computer graphics and studies the basic texture technology, basic lighting model, and other image output processes used in the fragment processing stage. Combined with the development needs of the subject, the principles of 3D animation rendering production software and 3D graphics modeling are studied, and the solid 3D model displayed in the virtual reality scene is designed and produced. This article also reflects the application of virtual reality in multivisual animation character design from the side, so it has realistic value and application prospects.
Journal Article
An embodied agent helps anxious students in mathematics learning
2017
Mathematics anxiety is known to be detrimental to mathematics learning. This study explored if an embodied agent could be used to help alleviate student anxiety in classrooms. To examine this potential, agent-guided algebra lessons were developed, in which an animated agent was equipped with prescriptive instructional guidance and anxiety treating messages. The lessons were deployed in regular mathematics classrooms, one lesson per day over a week, with 138 boys and girls in the 9th grade in the United States. After taking the weeklong agent-based lessons, students decreased in their mathematics anxiety (p = .042) and increased in mathematics learning (p = .001), regardless of the presence or absence of the agents' anxiety messages. The presence of the agents' messages only seemed to make a difference for high-anxiety students. This finding suggests that an embodied agent could provide affective support for students with special needs.
Journal Article
Topologically Correct Intersection Curves of Two Trimmed Quadrics with Tolerance Control
2024
Surface/surface intersection is a fundamental problem in Compute Aided Design and Geometric Modeling since it is essential to solid modeling, numerically controlled machining, feature recognition, computer animation, etc. In practical applications, quadric surfaces, which are the most basic type of surfaces, are typically bounded surfaces trimmed by a sequence of planes. In this paper, a robust algorithm is proposed for computing the intersection curve segments of two trimmed quadrics based on the parametric representation of the intersection curves of two quadrics. The proposed algorithm guarantees correct topology and ensures that the approximation errors of the end points of the intersection curve segments are less than a given tolerance. The error control is based on an effective solution to a set of polynomial inequality system using the root isolation technique. Some examples are presented to validate the robustness and effectiveness of the proposed algorithm.
Journal Article
Design of Three-Dimensional Pleated Clothing Pattern Based on Computer Animation Technology
2022
With the improvement of people's living standards, people's pursuit of clothing is becoming more and more diverse. As the main way to shape the external curve of the human body and reflect the texture of clothing materials, pleating technology is widely used in clothing. Different wrinkle expression techniques can often be seen in garment production and press conferences. Many designers are inseparable from the use of folding technology in their creation. The decoration of clothing is also constantly enriched. Diversified and multitype fabrics will bring great differences and influence to clothing and even affect the trend. Based on the computer animation technology, through the analysis of the principle of three-dimensional folds, this paper explores the formation of geometric patterns from two-dimensional plane fabric laying to three-dimensional, mainly through the techniques of pleating, kneading, lattice pleating, and pleating, so as to knead, stack or stack the fabrics orderly or randomly and naturally. The folded intersection area and nonfolded area are formed to form the basis of three-dimensional geometric folds. The simulation results show that the computer animation technology can effectively support the three-dimensional fold garment pattern design, select different materials for regional folding, present obvious three-dimensional geometric pattern folds, understand the expression forms of folds, and explain the application of folds in garment design, so as to provide some reference for fold garment design.
Journal Article
Virtual Reality Action Interactive Teaching Artificial Intelligence Education System
2021
Comprehensively improving the level of vocational education and teaching quality has become an important initiative to meet the new round of technological revolution and industrial change. The traditional teaching mode can no longer meet the needs of industries and enterprises for job competences, and all higher education institutions are actively thinking about how to carry out teaching reform. Virtual reality (VR) can effectively solve the above-mentioned drawbacks, but the hardware facilities of the existing VR systems are extremely expensive, making it impossible to popularize it in teaching. In this context, this paper is based on VR for the design of an interactive teaching platform. This paper discusses the key technologies of virtual reality, introduces the relevant theoretical foundation, and describes the current virtual reality devices with high popularity and their advantages and disadvantages for systematic analysis. From the perspective of teaching design, the design of human-computer interaction teaching process using VR technology to develop learning scenes is studied, introducing 3D modeling techniques, model construction, the production of picture and text panels, the production of video materials, and the establishment of virtual tour guide 3D scenes. The principle of this paper is to build a 3D vision for building 3D views of educational needs to design high quality images and video animation using 3DMAX and unity 3D engines. Then, we introduce the use of VR glasses (entry-level), smart phones (android/ios), and Bluetooth wireless handle to build a simple interactive teaching platform; the platform is of low cost of construction and student coverage, to solve the teaching resources shortage, equipment conditions lagging behind, the curriculum content aging, teachers and students who cannot interact in real time, and a series of problems.
Journal Article
Visualization and Problem-based Learning Approaches and Students’ Attitude toward Learning Mathematics
2022
Mathematics is one of the important disciplines for students to solve day-to-day problems in life. Attitude towards mathematics and mathematics learning is critical for a better learning to happen. This study was conducted to investigate the effect of instructional approaches on attitudes of students towards mathematics learning. Quasi-experiment research was conducted in middle schools at Addis Ababa City Administration, Ethiopia to investigate the use of visualization techniques (VT), problem-based learning approach (PBLA), visualization techniques-assisted problem-based learning (VT-PBLA), and conventional instructional approach (CIA) as instructional approaches and their effect on students’ attitude towards learning Mathematics. Four intact classes were selected of which the three were used as intervention groups named intervention group 1 (IG1), intervention group 2 (IG2) and intervention group 3 (IG3) each of which took specific instructional approach as an intervention and a comparison group (CG) that were assigned using simple random sampling techniques. The sample size used were 48, 49, 48, and 47 students, respectively. Both pre and post-attitude Likert scale items were prepared and administered to the respondents before and after the intervention respectively. Paired samples t-test and ANCOVA were employed for analysis, and the results of the study show that the group taught with VT shown statistically significant difference on attitude and on each of the components of attitude, except for engagement. Moreover, the group taught with VT-PBLA also shown to have a statistically significant difference on attitude and their components except for engagement and confidence. PBLA alone did not show any significant mean difference in students’ attitude towards learning mathematics and each of the components. The post-intervention comparison also showed significant mean difference between the groups for the overall attitude and the components of attitude except for engagement and confidence. These deviant findings seek further investigation to identify the possible causes or any possible amendments that could account to the instructional approaches.
Journal Article