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Articles 91 - 120 of 142

Full-Text Articles in Graphics and Human Computer Interfaces

3d Procedural Maze & Cave Generation, Jacob Sharp Apr 2019

3d Procedural Maze & Cave Generation, Jacob Sharp

Student Scholar Showcase

The goal of this project is to generate a maze or cave procedurally so that a player may be able to explore infinitely without a reoccurring pattern. The project also utilizes Virtual Reality (VR); the user will be able to put on a VR Headset and become more immersed in a procedural environment. One of the challenges that needed to be overcome was simple random number generators did not generate natural looking worlds. Introducing VR to the project created the additional challenge of preventing the user from becoming motion sick. These challenges were both addressed through many hours of research …


Death Arena Game, Ryan Deasy, Nick Snan, Albert Anderson, David Cole, Shahzada Aqib Gill Apr 2019

Death Arena Game, Ryan Deasy, Nick Snan, Albert Anderson, David Cole, Shahzada Aqib Gill

Student Scholar Showcase

Death Arena is a 3D first-person action shooter with a horror twist. The player has 30 seconds to collect guns and health before a monster spawns. The map will be large with indoor and outdoor play. In each round a more powerful boss spawns with minions. Our goal is to appeal to horror and action fans alike.


Design For Safety: Decreasing First Responder Health Risks Through Real-Time Bio-Sensor Alerts, Suzy Fendrick Mar 2019

Design For Safety: Decreasing First Responder Health Risks Through Real-Time Bio-Sensor Alerts, Suzy Fendrick

UNO Student Research and Creative Activity Fair

The focus of this research project is using the Design Thinking process to create an informative dashboard for first responders. Design Thinking involves empathizing with the user, defining the problems to be solved, ideation, creating prototypes, and testing. This iterate process focuses on the user, resulting in the most effective product possible. The dashboard will display real-time biosensor data from sensors in the first responders’ uniforms. This project is part of a larger project with the goal of vastly improving the safety of first responders during emergency hazardous material incidents.


A Critical Review Of Current Approaches And Practices In Computing Ethics Education, Sophia Farquhar Jan 2019

A Critical Review Of Current Approaches And Practices In Computing Ethics Education, Sophia Farquhar

Dissertations, Master's Theses and Master's Reports

Recent scandals caused by the results of negligent, malicious, or shortsighted software development practices highlight the need for software developers to consider the ethical implications of their work. Computing ethics has historically been a marginalized area within computing disciplines, so educators in these disciplines do not have a common background for teaching the topic. Computing ethics education, although often a required part of coursework, can vary widely in the method of implementation from university to university.

In this report I summarize the insights I gained from interviewing four educators from three different institutions on their pedagogical approaches to computing ethics. …


Historical Effects Of Electronic Interfaces, G James Mitchell Dec 2018

Historical Effects Of Electronic Interfaces, G James Mitchell

Publications and Research

Electronic interfaces are a primary tool for most professional and personal communication currently happening. Electronics, like the human mind, are limited by the understanding of executing will, or commands. This can be characterized as “interface limitations” of digital technology. Identifying this bottleneck in technological development has been critical in historical changes to both hardware and software technology. Recent medical research examines a novel user interface to reduce task load. I hypothesize, interface developments that take cues from nonverbal human communication enhance and sustain the significance of those technologies in society. By examining pivotal moments of historical technology we can identify …


Creative Graphical Coding Via Pipelined Pixel Manipulation, Dale E. Parson Apr 2018

Creative Graphical Coding Via Pipelined Pixel Manipulation, Dale E. Parson

Computer Science and Information Technology Faculty

Creative coding is the act of computer programming intended to create aesthetic artifacts in one or more digital media such as graphical images, animated videos, computer games, or musical performances. Visual artists and musicians use computers to compose, to render, and to perform. Algorithms remain as important as they are for any computer program, but their intent is to inspire, or at least to entertain, in contrast to more utilitarian applications of algorithms. This paper outlines the software structures and aesthetic perspectives of two novel algorithms for the creative manipulation of pixels in the Processing language. The first algorithm focuses …


A Fast And Robust Extrinsic Calibration For Rgb-D Camera Networks, Po-Chang Su, Ju Shen, Wanxin Xu, Sen-Ching S. Cheung, Ying Luo Jan 2018

A Fast And Robust Extrinsic Calibration For Rgb-D Camera Networks, Po-Chang Su, Ju Shen, Wanxin Xu, Sen-Ching S. Cheung, Ying Luo

Electrical and Computer Engineering Faculty Publications

From object tracking to 3D reconstruction, RGB-Depth (RGB-D) camera networks play an increasingly important role in many vision and graphics applications. Practical applications often use sparsely-placed cameras to maximize visibility, while using as few cameras as possible to minimize cost. In general, it is challenging to calibrate sparse camera networks due to the lack of shared scene features across different camera views. In this paper, we propose a novel algorithm that can accurately and rapidly calibrate the geometric relationships across an arbitrary number of RGB-D cameras on a network. Our work has a number of novel features. First, to cope …


Intersection Of Art And Science Ii, Petronio Bendito, Tim Korb Jan 2018

Intersection Of Art And Science Ii, Petronio Bendito, Tim Korb

Lawson Building Exhibitions on the Intersection of Art and Science

The Intersection of Art and Science exhibition is an interdisciplinary educational project that examines a wide range of expressive approaches explored by international artists working at the intersection of art, mathematics, computer science, and technology. It is a joint collaboration between the Department of Computer Science and the Patti and Rusty Rueff School of Visual and Performing Arts at Purdue University. Featured artists: Manuel Baez, Sarah Berube, Robert Bosch, Sage Jenson, Jean-Marc Castera, Marc Chamberland, Marion Chamberland, Laura De Decker, Bathsheba Grossman, Colin Liotta, Vincent J. Matsko, Kerry Mitchell, Janna Schimka, Rolf Schmuck, and Markus Schwehm. The exhibition was curated …


The Official Rulebook For Choice In Video Games: An Examination Of Choice In Modern Narrative Games, Tyler Paulley Dec 2017

The Official Rulebook For Choice In Video Games: An Examination Of Choice In Modern Narrative Games, Tyler Paulley

Undergraduate Theses

Film, drama, and novels are each capable of telling stories in a specialized way. This thesis makes the claim that video games are the newest means of storytelling and that they can tell stories in unique and engaging ways by using choice. The first goal of this thesis is to determine how and why choice is being used by game developers by examining several modern narrative games. After this examination, it is determined that the increase of choice-driven and narrative games have had an impact on the expectations of players, the goals of video games, and on game culture itself. …


Exploring Oculus Rift: A Historical Analysis Of The ‘Virtual Reality’ Paradigm, Chastin Gammage Dec 2017

Exploring Oculus Rift: A Historical Analysis Of The ‘Virtual Reality’ Paradigm, Chastin Gammage

ART 108: Introduction to Games Studies

This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970's and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations presented.


On Improvised Music, Computational Creativity And Human-Becoming, Arto Artinian, Adam James Wilson Dec 2017

On Improvised Music, Computational Creativity And Human-Becoming, Arto Artinian, Adam James Wilson

Publications and Research

Music improvisation is an act of human-becoming: of self-expression—an articulation of histories and memories that have molded its participants—and of exploration—a search for unimagined structures that break with the stale norms of majoritarian culture. Given that the former objective may inhibit the latter, we propose an integration of human musical improvisers and deliberately flawed creative software agents that are designed to catalyze the development of human-ratified minoritarian musical structures.


Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon Aug 2017

Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon

Presentations and other scholarship

In this paper, we describe the design and technological methods of

our dynamic sprite system in Lost & Found, a table-top-to-mobile

card game designed to improve literacy regarding prosocial

aspects of religious legal systems, specifically, collaboration and

cooperation. Harnessing the capabilities of Unreal Engine’s

Paper2D system, we created a dynamic content creation pipeline

that empowered our game designers so that they could rapidly

iterate on the game’s systems and balance externally from the

engine. Utilizing the Unreal Blueprint component system we were

also able to modularize each actor during runtime as data may be

changed. The technological approach behind Lost …


A Pattern Approach To Examine The Design Space Of Spatiotemporal Visualization, Chen Guo Jul 2017

A Pattern Approach To Examine The Design Space Of Spatiotemporal Visualization, Chen Guo

Department of Computer Graphics Technology Degree Theses

Pattern language has been widely used in the development of visualization systems. This dissertation applies a pattern language approach to explore the design space of spatiotemporal visualization. The study provides a framework for both designers and novices to communicate, develop, evaluate, and share spatiotemporal visualization design on an abstract level. The touchstone of the work is a pattern language consisting of fifteen design patterns and four categories. In order to validate the design patterns, the researcher created two visualization systems with this framework in mind. The first system displayed the daily routine of human beings via a polygon-based visualization. The …


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …


Museum 4.0 As The Future Of Steam In Museums, Mark Walhimer Nov 2016

Museum 4.0 As The Future Of Steam In Museums, Mark Walhimer

The Transdisciplinary STEAM+ Journal

Informal STEAM (Science, Technology, Engineering, Art and Math) activities (programs) and exhibits are common in science centers, children’s museums and natural history museums. As museums change to Museum 4.0 models (1), the STEAM exhibits and programs in museums also change. Museums 4.0 is the transformation of museums from a monolithic fixed location institution to a nimble community driven event driven organization. The Museum 4.0 becomes personalized to the visitor without fixed outcomes and without the physical restrictions of a single fixed location. As museums evolve to a Museum 4.0 model with visitor lead activities, STEAM activities within museums also change …


Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda May 2016

Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda

Computer Science Faculty Publications

Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of reusable and multi-purpose knowledge and also enables the development of games that can provide entertainment value and …


Principles Of Anti-Discriminatory Design, D. E. Wittkower May 2016

Principles Of Anti-Discriminatory Design, D. E. Wittkower

Philosophy Faculty Publications

Technical design can produce exclusionary and even discriminatory effects for users. A lack of discriminatory intent is insufficient to avoid discriminatory design, since implicit assumptions about users rarely include all relevant user demographics, and in some cases, designing for all relevant users is actually impossible. To minimize discriminatory effects of technical design, an actively anti-discriminatory design perspective must be adopted. This article provides examples of discriminatory user exclusion, then defining exclusionary design in terms of disaffordances and dysaffordances. Once these definitions are in place, principles of anti-discriminatory design are advanced, drawing upon a method of phenomenological variation employed in the …


Personas: A Strategy For More Inclusive And Usable Reproductive Health Tracking Technologies, Anna R. Paul Jan 2016

Personas: A Strategy For More Inclusive And Usable Reproductive Health Tracking Technologies, Anna R. Paul

Dissertations, Master's Theses and Master's Reports

In this report, I argue for the inclusion of personas in the development process of technologies that are designed to allow users to collect and track their health information. Personas provide a profile of a user and their needs, goals, and contexts. This tool can help designers to better understand their users, in order to create better, more usable end products. I examine one particular self-tracking technology, smartphone applications that allow users to record information about their menstrual cycles. Many of the most popular period tracking applications available today only meet the needs of a narrow user group, resulting in …


Factororacle: An Extensible Max External For Investigating Applications Of The Factor Oracle Automaton In Real-Time Music Improvisation, Adam James Wilson Jan 2016

Factororacle: An Extensible Max External For Investigating Applications Of The Factor Oracle Automaton In Real-Time Music Improvisation, Adam James Wilson

Publications and Research

There are several extant software systems designed to generate music in real-time using a factor oracle automaton constructed from the musical input of a human improvisor. The impetus for the design of the factorOracle external is neither a desire to supersede these systems nor introduce novel algorithms for traversing the oracle, but rather to provide a fast, canonical interface for the automaton in Cycling74’s Max and, in future iterations, the Pure Data programming environment. Technical features of the factorOracle software are introduced here.


The Digital Incunabula: Rock • Paper • Pixels, Patrick Aievoli Oct 2015

The Digital Incunabula: Rock • Paper • Pixels, Patrick Aievoli

Zea E-Books Collection

“The Digital Incunabula is Patrick Aievoli’s personal sonnet through media, interaction and communication design. He carefully crafts each evolutionary step into ripples that are supported by his own storied professional and academic experiences. It’s full of facts, terms and historical information which makes it perfect for anyone looking to flat out learn!” ● James Pannafino, Professor, Millersville University & Interaction Design

“This is a serious work that will find a broad community of readers. The depth and breadth of Aievoli’s experience in the publication industry give his voice and ideas credibility in the extreme. This book will inspire deep reflection.” …


Visualizing Fantasy Fiction: Design Of A Class In Digital Scholarship And Visualization, Including Research, Organization And Digital Visualization, That Does Not Require Programming Or It Support, Charles W. Kann Oct 2015

Visualizing Fantasy Fiction: Design Of A Class In Digital Scholarship And Visualization, Including Research, Organization And Digital Visualization, That Does Not Require Programming Or It Support, Charles W. Kann

Computer Science Faculty Publications

This paper outlines a course to integrate digital visualizations into undergraduate research. These visualizations will include mapping and timelines of events, and the ability to hyperlink the events, characters, and story lines in a fantasy fiction story such as Lord of the Rings or A Game of Thrones. The digital scholarship will involve the methodology for collecting, organizing, and representing the data for the visualizations.

The topic for the visualizations in this paper is fantasy fiction; however the methods to develop these visualizations will be applicable to many academic disciplines, including the humanities and social sciences.

The paper outlines …


Design, Programming, And User-Experience, Kaila G. Manca May 2015

Design, Programming, And User-Experience, Kaila G. Manca

Honors Scholar Theses

This thesis is a culmination of my individualized major in Human-Computer Interaction. As such, it showcases my knowledge of design, computer engineering, user-experience research, and puts into practice my background in psychology, com- munications, and neuroscience.

I provided full-service design and development for a web application to be used by the Digital Media and Design Department and their students.This process involved several iterations of user-experience research, testing, concepting, branding and strategy, ideation, and design. It lead to two products.

The first product is full-scale development and optimization of the web appli- cation.The web application adheres to best practices. It was …


Honors Project Database Ui Redesign, Fred L. Johnson Jr. Jan 2015

Honors Project Database Ui Redesign, Fred L. Johnson Jr.

Williams Honors College, Honors Research Projects

For my Honors Project I designed a new user interface for the Honors Project Database on the Honors College website. I also developed training materials for the Honors College staff and facilitated a training session for them that showed them how to keep the database updated.


Intersection Of Art And Science, Petronio Bendito, Tim Korb Jan 2015

Intersection Of Art And Science, Petronio Bendito, Tim Korb

Lawson Building Exhibitions on the Intersection of Art and Science

The Intersection of Art and Science exhibition is an interdisciplinary educational project that examines a wide range of expressive approaches explored by international artists working at the intersection of art, mathematics, computer science, and technology. It is a joint collaboration between the Department of Computer Science and the Patti and Rusty Rueff School of Visual and Performing Arts at Purdue University. Featured artists: Sergio Albiac, Anne Burns, Conan Chadbourne, Hans Dehlinger, Brian Evans, Richard Hassell, Patrick Bingham-Hall, John Arden Hiigli, So Yoon Lym, Gabriel Meyer, and Robert M. Spann. The exhibition was curated by Dr. Petronio Bendito and Dr. Tim …


Designing A Goal Journaling Application, Kevin Lufkin Jun 2014

Designing A Goal Journaling Application, Kevin Lufkin

Liberal Arts and Engineering Studies

Achieving a personal goal and making a positive change in one’s life can be a difficult and elusive task. Everyday people are creating and setting new goals for themselves, but more often than not these goals are never realized. Motivation, determination, and discipline are all key elements when it comes to accomplishing a goal, but if there is no clear idea as to how to connect the dots from where one is to where one wants to be these important qualities lose their effectiveness.

The applications that exist today largely fit in the realm of goal/task management and planners. This …


Changing Minds To Changing The World: Mapping The Spectrum Of Intent In Data Visualization And Data Arts, Scott Murray Jan 2014

Changing Minds To Changing The World: Mapping The Spectrum Of Intent In Data Visualization And Data Arts, Scott Murray

Art + Architecture

No abstract provided.


Advances In Documentation, Digital Curation, Virtual Exhibition, And A Test Of 3d Geometric Morhpometrics: A Case Study Of The Vanderpool Vessels From The Ancestral Caddo Territory, Robert Z. Selden Jr., Timothy K. Perttula, Michael J. O'Brien Jan 2014

Advances In Documentation, Digital Curation, Virtual Exhibition, And A Test Of 3d Geometric Morhpometrics: A Case Study Of The Vanderpool Vessels From The Ancestral Caddo Territory, Robert Z. Selden Jr., Timothy K. Perttula, Michael J. O'Brien

CRHR: Archaeology

Three-dimensional (3D) digital scanning of archaeological materials is typically used as a tool for artifact documentation. With the permission of the Caddo Nation of Oklahoma, 3D documentation of Caddo funerary vessels from the Vanderpool site (41SM77) was conducted with the initial goal of ensuring that these data would be publicly available for future research long after the vessels were repatriated. A digital infrastructure was created to archive and disseminate the resultant 3D datasets, ensuring that they would be accessible by both researchers and the general public (CRHR 2014a). However, 3D imagery can be used for much more than documentation. To …


Colormoo: An Algorithmic Approach To Generating Color Palettes, Joshua Rael Jan 2014

Colormoo: An Algorithmic Approach To Generating Color Palettes, Joshua Rael

CMC Senior Theses

Selecting one color can be done with relative ease, but this task becomes more difficult with each subsequent color. Colormoo is an online tool aimed at solving this problem. We implement three algorithms for generating color palettes based off of a starting color. Data is collected for each palette that is generated. Our analysis reveals two of the algorithms are preferred, but under different circumstances. Furthermore, we find that users prefer palettes containing colors that are compatible, but not too similar. With refined heuristics, we believe these techniques can be extended and applied beyond the field of graphic design alone.


Peering Into The Discourse Of Industrial Design Training Through A Sustainability Lens, Norman M. Su, Haodan Tan, Eli Blevis Jan 2014

Peering Into The Discourse Of Industrial Design Training Through A Sustainability Lens, Norman M. Su, Haodan Tan, Eli Blevis

Design Thinking Research Symposium

Now well established in HCI, the lens of sustainability may be applied to educational practices in industrial design and interaction design. By sustainability, we mean to include notions of mitigation of the environmental effects of climate change. In this paper, we present an analysis of student projects in a junior and senior industrial design class dataset. Drawing from discourse analysis, we examine how the industrial design classroom serves as a space to socially construct the philosophies and goals inherent in “good” design. We then examine how the lens of sustainability is implicated into the industrial design “way” as espoused by …


Static Saliency Vs. Dynamic Saliency: A Comparative Study, Tam Nguyen, Mengdi Xu, Guangyu Gao, Mohan Kankanhalli, Qi Tian, Shuicheng Yan Oct 2013

Static Saliency Vs. Dynamic Saliency: A Comparative Study, Tam Nguyen, Mengdi Xu, Guangyu Gao, Mohan Kankanhalli, Qi Tian, Shuicheng Yan

Computer Science Faculty Publications

Recently visual saliency has attracted wide attention of researchers in the computer vision and multimedia field. However, most of the visual saliency-related research was conducted on still images for studying static saliency. In this paper, we give a comprehensive comparative study for the first time of dynamic saliency (video shots) and static saliency (key frames of the corresponding video shots), and two key observations are obtained: 1) video saliency is often different from, yet quite related with, image saliency, and 2) camera motions, such as tilting, panning or zooming, affect dynamic saliency significantly.

Motivated by these observations, we propose a …