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"Globes Computer-assisted instruction."
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3D engine design for virtual globes
\"The first half of the book details the design of a modern 3D graphics engine: a shader-based architecture with an abstract rendering API fed by hierarchical culling and state sorting. The second half of the book upgrades the generic 3D engine to a virtual globe engine by adding high precision rendering, accurate globe rendering, vector data rendering, out-of-core rendering, and terrain rendering. The algorithms and techniques in the book are not tied to any particular programming language or rendering API but they will provide concrete examples in C#, OpenGL, and GLSL\"--Provided by publisher.
3D engine design for virtual globes
2011
While virtual globes have achieved widespread popularity, from Google Earth to NASA World Wind, no single book covers the topic of globe rendering. Filling this gap, 3D Engine Design for Virtual Globes presents an in-depth treatment of rendering algorithms utilized by virtual globes. The book illustrates how to accurately render real-world data sets through core rendering algorithms for globes, terrain, imagery, and vector data. Example code, the latest book-related news, and other resources are available on a companion website.
Thriving Despite the Odds: Digital Capital and Reimagined Life Projects Among Mexican College Students During COVID-19
2024
During the pandemic, Mexico experienced one of the longest periods of school closures in Latin America. After the first year of COVID-19, thousands of college students dropped out of school, which has been partially attributed to difficulties in adapting to online learning. This study examines how some college students in Mexico coped with and overcame these challenges. Our research draws on journals of and in-depth interviews with Mexican college students who participated in the Pandemic Journaling Project—a combined online journaling platform and research study. Participant accounts describe challenges students experienced navigating the rapid roll-out of online education. However, over time, many of the students in our study cultivated a renewed sense of purpose in their educational activities. They attributed this shift in perspective to their ability to carve out new approaches to social support, the development of professional capacities, and insight into the potential for technology to promote a more inclusive society. Our work shows how students’ ability to integrate digital competencies into their broader life projects and aspirations for the future played an important role in college perseverance and reducing mental health distress. Findings have important implications for the potential role of increased access to technological resources in mitigating social inequity and improving mental health outcomes among young adults.
Journal Article
The international forum of ophthalmic simulation: developing a virtual reality training curriculum for ophthalmology
by
Lamparter, Julia
,
Athanasiadis, Ioannis
,
Litwin, Andre S
in
Capsulorhexis - education
,
Cataract Extraction - education
,
Competency-Based Education - methods
2013
Background To investigate the effect of a structured, supervised, cataract simulation programme on ophthalmic surgeons in their first year of training, and to evaluate the level of skill transfer. Methods Trainees with minimal intraocular and simulator experience in their first year of ophthalmology undertook a structured, sequential, customised, virtual reality (VR) cataract training programme developed through the International Forum of Ophthalmic Simulation. A set of one-handed, bimanual, static and dynamic tasks were evaluated before and after the course and scores obtained. Statistical significance was evaluated with the Wilcoxon sign-rank test. Results The median precourse score of 101.50/400 (IQR 58.75–145.75) was significantly improved after completing the training programme ((postcourse score: 302/400, range: 266.25–343), p<0.001). While improvement was evident and found to be statistically significant in all parameters, greatest improvements were found for capsulorhexis and antitremor training ((Capsulorhexis: precourse score=0/100, range 0–4.5; postcourse score=81/100, range 13–87.75; p=0.002), (antitremor training: precourse score=0/100, range 0–0; postcourse score=80/100, range 60.25–91.50; p=0.001)). Conclusions Structured and supervised VR training can offer a significant level of skills transfer to novice ophthalmic surgeons. VR training at the earliest stage of ophthalmic surgical training may, therefore, be of benefit.
Journal Article
Game on as trainers make learning fun
2007
Purpose - The paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach - This briefing is prepared by an independent writer, who adds their own impartial comments and places the articles in context. Findings - The paper finds that, like many scientific advances which have been accompanied by a social slanging match, computer and video games have made a significant contribution to keeping the generation gap as wide as ever. Practical implications - The paper provides strategic insights and practical thinking that have influenced some of the world's leading organizations. Originality/value - The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to digest format.
Journal Article