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1996

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Articles 1 - 9 of 9

Full-Text Articles in Graphics and Human Computer Interfaces

Graphical Display Of A Missile Endgame Scenario, Joseph E. Moritz Dec 1996

Graphical Display Of A Missile Endgame Scenario, Joseph E. Moritz

Theses and Dissertations

Traditionally, computer programs to model and simulate air-to-air missile endgame engagements have focused on improving the underlying probability of kill models. This focus, however, understates the benefits of current computer graphics technology for visualization and direct manipulation of missile endgame parameters and building engagement understanding through real-time, three dimensional simulation of the endgame. Our research has been to develop a versatile simulation system to display the missile endgame parameters and allow graphical interaction with these parameters. This program also allows the user to view animated engagements of previously designed endgames. The current project scope is to provide user feedback of …


Background Graphics: A Decision-Making Hindrance Or Enhancement?, David L. Peeler Jr. Sep 1996

Background Graphics: A Decision-Making Hindrance Or Enhancement?, David L. Peeler Jr.

Theses and Dissertations

This thesis investigated the influence, if any, of background graphics on the decision making process. Specifically the hypotheses tested the affect of background graphics on a decision makers accuracy and confidence. A literature review revealed an abundance of graphic research but little reference to the use of background graphics. Using guidelines previously created for high integrity graphics, a timed 2 x 2 factorial experimental design was developed to compare the responses to both traditional graphics and those treated with background graphics. One hundred forty-seven subjects, all employees of the United States Air Force or defense contractors were involved in the …


Artificial Love Life Is As Real As The Real Thing, Professor S. Farsad May 1996

Artificial Love Life Is As Real As The Real Thing, Professor S. Farsad

SWITCH

This article explains how an experiment by two human subjects stimulates love compared to artificial life. Professor Farsad’s experiment consisted of seven procedures from Stendhal’s work on romantic love, Love (1822). Both this article and experiment aimed to answer the question; Can artificial life feel love in romance?


Rucker, Rudy Rucker May 1996

Rucker, Rudy Rucker

SWITCH

In this article, Rudy Rucker shares his thoughts on hacking. He summarizes it as normal actions, such as building a car, or kneading clay. He compares hacking to things that are buildable by hand, and views creating computer programs the same way. One of the benefits of creating your own computer programs is that you can customize themn however you want. However customizing software on your own is extremely time consuming. He then goes into further detail about artificial life and how hyperspace works. Hacking bends the cyber reality that we are accustomed to, and modifying programs outside of what …


The Quest For The Gnarl, Rudy Rucker May 1996

The Quest For The Gnarl, Rudy Rucker

SWITCH

The article describes some of the author’s own image-generating computer programs that he describes as “gnarly”. He began writing a simple spirograph program based off simple sine wave function called Spiro. Later transitioned into writing with C and better programs using more nonlinear feedback. Where Spiro is based on a simple sine wave function, Vine uses a nested sine function: the sine of the sine. The need for a more complicated computational approach lead to iteration and parallelism. Julgnarl uses Iteration and Calife uses parallelism. Calife shows one-dimensional cellular automata: spaces in which virtual computers are lined up like beads …


Gnarly Rantings About The Hacker And The Ants, Rudy Rucker May 1996

Gnarly Rantings About The Hacker And The Ants, Rudy Rucker

SWITCH

The article is an excerpt from Rucker’s book “The Happy Mutant”. It begins with his reflection of his career with GoMotion. He discusses the relation that he saw between design and cyberspace. Later he discusses his experience with a game a colleague found on the net: a virtual world where player is an ant. He talks about the struggles he goes through in this virtual world because of game difficulty and poor visuals. He ties it all in with how the Silicon Valley works in a similar way, and is filled with hackers and programers all needing each other to …


Some Syntactic, Semantic And Prosodic Characteristics In British English Conversation, Philadelphia University Jan 1996

Some Syntactic, Semantic And Prosodic Characteristics In British English Conversation, Philadelphia University

Philadelphia University, Jordan

No abstract provided.


The Design And Implementation Of A Toolkit For The Creation Of Virtual Environments, Jesse Kinross-Smith Jan 1996

The Design And Implementation Of A Toolkit For The Creation Of Virtual Environments, Jesse Kinross-Smith

Theses : Honours

Virtual Reality is a field that is steadily increasing in popularity and interest. New developments in both hardware and software have empowered developers with new devices allowing faster and better quality interaction with virtual environments. However, the emphasis of research in virtual environments has been more concerned with development of new display and input devices, as opposed to the investigation of different methods of interaction that a three-dimensional environment offers. This project designs and implements a three-dimensional, interactive, virtual environment development system upon an existing three-dimensional rendering engine. The aim of the project is to allow users to generate virtual …


Arbitrary Views Of High-Dimensional Space And Data, Andrew Ellerton Jan 1996

Arbitrary Views Of High-Dimensional Space And Data, Andrew Ellerton

Theses : Honours

Computer generated images of three dimensional scenes objects are the result of parallel/perspective projections of the objects onto a two dimensional plane. The computational techniques may be extended to project n-dimensional hyperobjects onto (n-1) dimensions, for n > 3. Projection to one less dimension may be applied recursively for data of any high dimension until that data is two-dimensional, when it may be directed to a computer screen or to some other two-dimensional output device. Arbitrary specification of eye location, target location, field-of-view angles and other parameters provide flexibility, so that data may be viewed-and hence perceived-in previously unavailable ways. However, …