首页 > 最新文献

ACM Crossroads最新文献

英文 中文
Digital re-creation of a seven-story building shake during an earthquake 地震中七层建筑晃动的数字再现
Pub Date : 2007-03-01 DOI: 10.1145/1247238.1247243
A. Chourasia
Introduction It is often desirable to recreate environments and events based on observed data. Uses of such reconstructions are varied, ranging from documentary use to a specific scientific analysis. Computer graphics has become a mature discipline used to recreate past events in accurate and realistic detail. In this article, we explore the re-creation of a seismic response of a seven-story building based on recorded data of a full scale shake table test. This re-creation can potentially be used by structural engineers to study and analyze the data, and to understand the structural nuances from a 360-degree viewpoint.
通常需要根据观察到的数据重新创建环境和事件。这种重建的用途是多种多样的,从文献使用到特定的科学分析。计算机图形学已经成为一门成熟的学科,用于以准确和逼真的细节再现过去的事件。在本文中,我们基于全尺寸振动台试验的记录数据,探索了七层建筑地震反应的重建。结构工程师可以利用这种再创造技术来研究和分析数据,并从360度的角度来理解结构的细微差别。
{"title":"Digital re-creation of a seven-story building shake during an earthquake","authors":"A. Chourasia","doi":"10.1145/1247238.1247243","DOIUrl":"https://doi.org/10.1145/1247238.1247243","url":null,"abstract":"Introduction It is often desirable to recreate environments and events based on observed data. Uses of such reconstructions are varied, ranging from documentary use to a specific scientific analysis. Computer graphics has become a mature discipline used to recreate past events in accurate and realistic detail. In this article, we explore the re-creation of a seismic response of a seven-story building based on recorded data of a full scale shake table test. This re-creation can potentially be used by structural engineers to study and analyze the data, and to understand the structural nuances from a 360-degree viewpoint.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128696736","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Need for perceptual display hierarchies in visualization 可视化中对感知显示层次的需求
Pub Date : 2007-03-01 DOI: 10.1145/1247238.1247244
Amit P. Sawant, C. Healey
The advent of computers with high processing power has led to the generation of large, multidimensional collections of data. Visualization lends itself well to the challenge of exploring and analyzing these information spaces by harnessing the strengths of the human visual system. Most visualization techniques are based on the assumption that the display device has sufficient resolution, and that our visual acuity is adequate for completing the analysis tasks. However, this may not be true, particularly for specialized display devices (e.g., PDAs or large-format projection walls). In this article, we propose to: (1) determine the amount of information a particular display environment can encode; (2) design visualizations that maximize the information they represent relative to this upper-limit; and (3) dynamically update a visualization when the display environment changes to continue to maintain high levels of information content. To our knowledge, there are no visualization systems that do this type of information addition/removal based on perceptual guidelines. However, there are systems that attempt to increase or decrease the amount of information based on some level-of-detail or zooming rules. For example, semantic zooming tags objects with "details" and adds or removes them as the user zooms in and out. Furnas's original fisheye lens system [9] used semantic details to determine how much zoom was necessary to include certain details. Thus, while zooming for detail, you see not only a more detailed graphic representation, but also more text details (e.g., more street names on the zoomed-in portion of a map). Level-of-detail hierarchies have also been used in computer graphics to reduce geometric complexity where full resolution models are unnecessary and can be replaced with low-detail models where the resulting error cannot be easily recognized. Our approach is motivated by all these ideas, but our key contribution is that we use human perception constraints to define when to add or remove information.
具有高处理能力的计算机的出现导致了大量多维数据集合的产生。可视化通过利用人类视觉系统的优势,很好地应对了探索和分析这些信息空间的挑战。大多数可视化技术都是基于这样的假设:显示设备具有足够的分辨率,并且我们的视觉敏锐度足以完成分析任务。然而,这可能不是真的,特别是对于专门的显示设备(例如,pda或大幅面投影墙)。在本文中,我们建议:(1)确定特定显示环境可以编码的信息量;(2)设计可视化,使它们相对于这个上限所代表的信息最大化;(3)在显示环境发生变化时动态更新可视化,继续保持高水平的信息内容。据我们所知,目前还没有一种可视化系统能够基于感知准则进行这种类型的信息添加/删除。然而,也有一些系统试图基于某些细节级别或缩放规则来增加或减少信息量。例如,语义缩放用“细节”标记对象,并在用户放大和缩小时添加或删除它们。Furnas最初的鱼眼镜头系统[9]使用语义细节来确定需要多大变焦才能包含某些细节。因此,在放大细节时,您不仅可以看到更详细的图形表示,还可以看到更多的文本细节(例如,在地图的放大部分上可以看到更多的街道名称)。在计算机图形学中,细节层次结构也被用于降低几何复杂性,在这种情况下,全分辨率模型是不必要的,可以用低细节模型代替,而低细节模型产生的误差不容易识别。我们的方法是由所有这些想法驱动的,但我们的关键贡献是我们使用人类感知约束来定义何时添加或删除信息。
{"title":"Need for perceptual display hierarchies in visualization","authors":"Amit P. Sawant, C. Healey","doi":"10.1145/1247238.1247244","DOIUrl":"https://doi.org/10.1145/1247238.1247244","url":null,"abstract":"The advent of computers with high processing power has led to the generation of large, multidimensional collections of data. Visualization lends itself well to the challenge of exploring and analyzing these information spaces by harnessing the strengths of the human visual system. Most visualization techniques are based on the assumption that the display device has sufficient resolution, and that our visual acuity is adequate for completing the analysis tasks. However, this may not be true, particularly for specialized display devices (e.g., PDAs or large-format projection walls).\u0000 In this article, we propose to: (1) determine the amount of information a particular display environment can encode; (2) design visualizations that maximize the information they represent relative to this upper-limit; and (3) dynamically update a visualization when the display environment changes to continue to maintain high levels of information content. To our knowledge, there are no visualization systems that do this type of information addition/removal based on perceptual guidelines. However, there are systems that attempt to increase or decrease the amount of information based on some level-of-detail or zooming rules. For example, semantic zooming tags objects with \"details\" and adds or removes them as the user zooms in and out. Furnas's original fisheye lens system [9] used semantic details to determine how much zoom was necessary to include certain details. Thus, while zooming for detail, you see not only a more detailed graphic representation, but also more text details (e.g., more street names on the zoomed-in portion of a map). Level-of-detail hierarchies have also been used in computer graphics to reduce geometric complexity where full resolution models are unnecessary and can be replaced with low-detail models where the resulting error cannot be easily recognized. Our approach is motivated by all these ideas, but our key contribution is that we use human perception constraints to define when to add or remove information.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131220370","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
SIGGRAPH 2006: exploring the art and science of computer graphics SIGGRAPH 2006:探索计算机图形学的艺术和科学
Pub Date : 2007-03-01 DOI: 10.1145/1247238.1247241
J. Solomon
For six days in the heat of a particularly miserable New England summer, the city of Boston became a hotbed of interaction, social networking, and knowledge exchange by some of the most prominent computer graphics researchers and designers worldwide. Better known as SIGGRAPH 2006 by programmers and artists alike, the 33rd International Conference and Exhibition on Computer Graphics and Interactive Techniques, held in the Boston Convention and Exhibition Center, boasted widely-varying displays of graphics excellence, from the more technical courses and paper sessions to an extensive animation festival complete with the world's largest Etch-A-Sketch. Attended this year by almost 20,000 computer graphics enthusiasts ranging from students and hobbyists to animators and special effects experts from Pixar, Industrial Light and Magic, and other studios, SIGGRAPH is widely respected as the top conference bar none for computer graphics. The process for submitting a paper or other presentation to the conference is fiercely competitive, with rejection rate of about 82%, allowing conference organizers (not without some controversy) to choose a comprehensive program of top work in almost all subfields of graphics. Such hard work in planning and preparation pays off: from convincing video clips of synthetic water splashing through the most complex obstacles to scenes from computer games in which an amazingly realistic yet animated Tiger Woods prods the player to improve his or her game, even a quick inspection of the conference's offerings revealed a rich series of technologies designed to appeal to all the senses.
在新英格兰酷暑的六天里,波士顿市成为了互动、社交网络和知识交流的温床,聚集了世界上一些最杰出的计算机图形研究人员和设计师。在波士顿会议展览中心举行的第33届计算机图形和交互技术国际会议和展览,被程序员和艺术家们称为SIGGRAPH 2006,以各种各样的图形卓越展示而自豪,从更多的技术课程和论文会议到广泛的动画节,完成了世界上最大的蚀刻素描。今年有近20,000名计算机图形爱好者参加,从学生和业余爱好者到动画师和特效专家,来自皮克斯,工业光魔和其他工作室,SIGGRAPH被广泛认为是计算机图形领域的顶级会议。向会议提交论文或其他演示文稿的过程竞争激烈,拒绝率约为82%,这使得会议组织者(并非没有争议)可以选择几乎所有图形学子领域的顶级作品的综合方案。如此艰苦的计划和准备工作得到了回报:从令人信服的合成水溅过最复杂障碍的视频片段,到电脑游戏中逼真而生动的老虎伍兹(Tiger Woods)刺激玩家提高球技的场景,甚至快速浏览一下会议的产品,就会发现一系列丰富的技术旨在吸引所有感官。
{"title":"SIGGRAPH 2006: exploring the art and science of computer graphics","authors":"J. Solomon","doi":"10.1145/1247238.1247241","DOIUrl":"https://doi.org/10.1145/1247238.1247241","url":null,"abstract":"For six days in the heat of a particularly miserable New England summer, the city of Boston became a hotbed of interaction, social networking, and knowledge exchange by some of the most prominent computer graphics researchers and designers worldwide. Better known as SIGGRAPH 2006 by programmers and artists alike, the 33rd International Conference and Exhibition on Computer Graphics and Interactive Techniques, held in the Boston Convention and Exhibition Center, boasted widely-varying displays of graphics excellence, from the more technical courses and paper sessions to an extensive animation festival complete with the world's largest Etch-A-Sketch. Attended this year by almost 20,000 computer graphics enthusiasts ranging from students and hobbyists to animators and special effects experts from Pixar, Industrial Light and Magic, and other studios, SIGGRAPH is widely respected as the top conference bar none for computer graphics. The process for submitting a paper or other presentation to the conference is fiercely competitive, with rejection rate of about 82%, allowing conference organizers (not without some controversy) to choose a comprehensive program of top work in almost all subfields of graphics. Such hard work in planning and preparation pays off: from convincing video clips of synthetic water splashing through the most complex obstacles to scenes from computer games in which an amazingly realistic yet animated Tiger Woods prods the player to improve his or her game, even a quick inspection of the conference's offerings revealed a rich series of technologies designed to appeal to all the senses.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130887547","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Avoid common pitfalls when programming 2D graphics in java: lessons learnt from implementing the minueto toolkit 在java中编程2D图形时避免常见的陷阱:从实现minueto工具包中学到的经验教训
Pub Date : 2007-03-01 DOI: 10.1145/1247238.1247245
Alexandre Denault, J. Kienzle
This paper presents the core knowledge required to properly develop 2D games in Java. We describe the common pitfalls that can easily degrade graphics performance and show how we achieved impressive frames-per-second display updates when implementing Minueto, a game development framework.
本文介绍了在Java中正确开发2D游戏所需的核心知识。我们描述了容易降低图像性能的常见陷阱,并展示了我们如何在执行Minueto(游戏开发框架)时实现令人印象深刻的每秒帧数显示更新。
{"title":"Avoid common pitfalls when programming 2D graphics in java: lessons learnt from implementing the minueto toolkit","authors":"Alexandre Denault, J. Kienzle","doi":"10.1145/1247238.1247245","DOIUrl":"https://doi.org/10.1145/1247238.1247245","url":null,"abstract":"This paper presents the core knowledge required to properly develop 2D games in Java. We describe the common pitfalls that can easily degrade graphics performance and show how we achieved impressive frames-per-second display updates when implementing Minueto, a game development framework.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128853861","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Prostate ultrasound image processing 前列腺超声图像处理
Pub Date : 2007-03-01 DOI: 10.1145/1247238.1247246
D. Stefan
Prostate cancer is the second most common cancer found in men in the United States and a leading factor in cancer-related deaths. It is a major health issue causing a dramatic impact on the lifestyle of elderly men. Treatment is, however, available, but most successful when the cancer is in an early stage; treatment of an advanced cancer, especially if the spread is beyond the prostate, can be very complex and in many cases incurable. To find the cancer still in an early stage it important for men over the age of 50 to get an annual screening. Presently, several different screening techniques are used to diagnose the presence of the prostate carcinoma, the most common of which are digital rectal examination (DRE), prostate specific antigen (PSA) test and transrectal ultrasound (TRUS). In cases where the presence of cancer is highly suspicious, a biopsy usually follows the screening to fully confirm the diagnosis.
前列腺癌是美国男性中第二大常见癌症,也是癌症相关死亡的主要原因。这是一个重大的健康问题,对老年男子的生活方式造成了巨大影响。然而,治疗是可行的,但最成功的是癌症处于早期阶段;晚期癌症的治疗,尤其是扩散到前列腺以外的癌症,可能非常复杂,在许多情况下无法治愈。为了在早期发现癌症,50岁以上的男性每年进行一次筛查很重要。目前,几种不同的筛查技术用于诊断前列腺癌的存在,其中最常见的是直肠指检(DRE)、前列腺特异性抗原(PSA)检测和经直肠超声(TRUS)。在高度怀疑癌症存在的情况下,通常在筛查后进行活检以充分确认诊断。
{"title":"Prostate ultrasound image processing","authors":"D. Stefan","doi":"10.1145/1247238.1247246","DOIUrl":"https://doi.org/10.1145/1247238.1247246","url":null,"abstract":"Prostate cancer is the second most common cancer found in men in the United States and a leading factor in cancer-related deaths. It is a major health issue causing a dramatic impact on the lifestyle of elderly men. Treatment is, however, available, but most successful when the cancer is in an early stage; treatment of an advanced cancer, especially if the spread is beyond the prostate, can be very complex and in many cases incurable. To find the cancer still in an early stage it important for men over the age of 50 to get an annual screening. Presently, several different screening techniques are used to diagnose the presence of the prostate carcinoma, the most common of which are digital rectal examination (DRE), prostate specific antigen (PSA) test and transrectal ultrasound (TRUS). In cases where the presence of cancer is highly suspicious, a biopsy usually follows the screening to fully confirm the diagnosis.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134189175","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
Introduction: computer graphics 导论:计算机图形学
Pub Date : 2007-03-01 DOI: 10.1145/1247238.1247239
I. Valova
This issue of Crossroads is devoted to computer graphics. We offer an array of research articles demonstrating the breadth of the field. The first one, titled "SIGGRAPH 2006: Exploring the Art and Science of Computer Graphics," written by a computer science freshman at Stanford University, is devoted to the 33rd International Conference and Exhibition on Computer Graphics and Interactive Techniques. It relates the highlights of the meeting and outlines the key points of interest for a college student.
这期《十字路口》的主题是计算机图形学。我们提供了一系列研究文章,展示了该领域的广度。第一本名为“SIGGRAPH 2006:探索计算机图形学的艺术与科学”,由斯坦福大学计算机科学专业的一名大一新生撰写,专门为第33届计算机图形学与交互技术国际会议和展览撰写。它联系了会议的亮点,并概述了大学生感兴趣的关键点。
{"title":"Introduction: computer graphics","authors":"I. Valova","doi":"10.1145/1247238.1247239","DOIUrl":"https://doi.org/10.1145/1247238.1247239","url":null,"abstract":"This issue of Crossroads is devoted to computer graphics. We offer an array of research articles demonstrating the breadth of the field. The first one, titled \"SIGGRAPH 2006: Exploring the Art and Science of Computer Graphics,\" written by a computer science freshman at Stanford University, is devoted to the 33rd International Conference and Exhibition on Computer Graphics and Interactive Techniques. It relates the highlights of the meeting and outlines the key points of interest for a college student.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127226110","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The critical voice 批评的声音
Pub Date : 2007-03-01 DOI: 10.1145/1315325.1315328
Frank Liechtenstein
Are you one of those people who fail to appreciate that XML will revolutionize computing because it represents the ultimate convergence of all information in one data format? Are you too ignorant to see that Java is the future of programming because, in a language where there are no pointers, there can be no null pointer exceptions? Then this is for you! The Critical Voice presents the irrefutable truths held by technology managers, sales representatives, journalists, and Hollywood screenwriters from a purely scientific point of view.
您是否也没有意识到XML将彻底改变计算,因为它代表了所有信息在一种数据格式中的最终聚合?你是不是太无知了,看不到Java是编程的未来,因为在一种没有指针的语言中,不可能有空指针异常?那这是给你的!《批评之声》从纯科学的角度呈现了技术经理、销售代表、记者和好莱坞编剧所持有的无可辩驳的事实。
{"title":"The critical voice","authors":"Frank Liechtenstein","doi":"10.1145/1315325.1315328","DOIUrl":"https://doi.org/10.1145/1315325.1315328","url":null,"abstract":"Are you one of those people who fail to appreciate that XML will revolutionize computing because it represents the ultimate convergence of all information in one data format? Are you too ignorant to see that Java is the future of programming because, in a language where there are no pointers, there can be no null pointer exceptions? Then this is for you! The Critical Voice presents the irrefutable truths held by technology managers, sales representatives, journalists, and Hollywood screenwriters from a purely scientific point of view.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127426861","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
From chasing dots to reading minds: the past, present, and future of video game interaction 从追点到读心术:电子游戏互动的过去、现在和未来
Pub Date : 2006-12-01 DOI: 10.1145/1217728.1217738
D. Marshall, Tomas E. Ward, S. McLoone
It is the calm before the storm. By the end of 2006, Sony, Microsoft, and Nintendo will have released their new wave of gaming hardware, and the next round in the great video game battle will have begun. Capable of displaying photo-realistic images, and acting as the center of your entertainment lifestyle, these machines promise to change the face of gaming. Console games have moved away from the single-screen experiences of old, to multimillion dollar epics, featuring hours and hours of cinematic action. Truly, it is an exciting time to be a gamer. While visual and audio technology advances toward real-world fidelity, human computer interaction (HCI) — the methods by which users control the simulation — has not received the same degree of attention. But it now seems this aspect of the sense-of-presence problem may undergo a revolution similar to that of its audiovisual counterparts with the next generation of gaming devices. In this article, we discuss the driving forces behind these changes, several devices, and what current research suggests the future may hold for today's gamer.
这是暴风雨前的宁静。到2006年底,索尼、微软和任天堂将发布他们的新一波游戏硬件,下一轮视频游戏大战将开始。这些机器能够显示逼真的图像,并成为您娱乐生活方式的中心,它们有望改变游戏的面貌。主机游戏已经从老式的单屏幕体验转变为数百万美元的史诗游戏,并以数小时的电影动作为特色。的确,这是一个令人兴奋的游戏玩家时代。当视觉和音频技术向真实世界的保真度发展时,人机交互(HCI)——用户控制模拟的方法——并没有得到同样程度的关注。但现在看来,现场感问题的这一方面可能会经历一场革命,就像它在下一代游戏设备上的视听对应物一样。在这篇文章中,我们将讨论这些变化背后的驱动力,几种设备,以及当前研究显示的未来对当今玩家的影响。
{"title":"From chasing dots to reading minds: the past, present, and future of video game interaction","authors":"D. Marshall, Tomas E. Ward, S. McLoone","doi":"10.1145/1217728.1217738","DOIUrl":"https://doi.org/10.1145/1217728.1217738","url":null,"abstract":"It is the calm before the storm. By the end of 2006, Sony, Microsoft, and Nintendo will have released \u0000their new wave of gaming hardware, and the next round in the great video game battle will have \u0000begun. Capable of displaying photo-realistic images, and acting as the center of your entertainment \u0000lifestyle, these machines promise to change the face of gaming. Console games have moved away from \u0000the single-screen experiences of old, to multimillion dollar epics, featuring hours and hours of \u0000cinematic action. Truly, it is an exciting time to be a gamer. \u0000While visual and audio technology advances toward real-world fidelity, human computer interaction (HCI) \u0000— \u0000the methods by which users control the simulation \u0000— \u0000has not received the same degree of attention. But \u0000it now seems this aspect of the sense-of-presence problem may undergo a revolution similar to that of \u0000its audiovisual counterparts with the next generation of gaming devices. In this article, we discuss the \u0000driving forces behind these changes, several devices, and what current research suggests the future \u0000may hold for today's gamer.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123128653","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Preparing for a job in the games industry: an interview with ensemble studio's Colt McAnlis 为游戏行业的工作做准备:采访ensemble studio的Colt mccanlis
Pub Date : 2006-12-01 DOI: 10.1145/1217728.1217733
J. Stewart
In 2004, Colt McAnlis worked as an intern for Petroglyph Games while completing a BS in Computer Science at Texas Christian University. In the first quarter of 2005, he became a graphics programmer at TKO Software. In the fourth quarter of the same year, he accepted a position at Microsoft's Ensemble Studios. In addition to his programming duties, McAnlis is a lecturer at the Guildhall at SMU, a graduate program that specializes in video game development.
2004年,Colt mccanlis在德州基督教大学(Texas Christian University)完成计算机科学学士学位时,在Petroglyph Games实习。2005年第一季度,他成为TKO Software的图形程序员。同年第四季度,他接受了微软Ensemble Studios的一个职位。除了编程之外,mccanlis还是新加坡管理大学Guildhall的讲师,这是一个专门研究电子游戏开发的研究生项目。
{"title":"Preparing for a job in the games industry: an interview with ensemble studio's Colt McAnlis","authors":"J. Stewart","doi":"10.1145/1217728.1217733","DOIUrl":"https://doi.org/10.1145/1217728.1217733","url":null,"abstract":"In 2004, Colt McAnlis worked as an intern for Petroglyph Games while completing a BS in Computer Science at Texas Christian University. In the first quarter of 2005, he became a graphics programmer at TKO Software. In the fourth quarter of the same year, he accepted a position at Microsoft's Ensemble Studios. In addition to his programming duties, McAnlis is a lecturer at the Guildhall at SMU, a graduate program that specializes in video game development.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125964219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
A lifetime in gaming: an interview with Russell Kay 拉塞尔·凯的游戏生涯访谈
Pub Date : 2006-12-01 DOI: 10.1145/1217728.1217734
Audrey Christophory
Few people in the games industry can boast the experience of Russell Kay. Since his beginnings as a creator of Lemmings, Russell has worked on such projects as Harry Potter: Quidditch World Cup and F1 Career Challenge. Russell founded Visual Science, a game development company, and is Visiting Professor of Computer Games Technology at the University of Abertay Dundee. Most recently, Russell moved to new challenges at Realtime Worlds. I met up with him recently to ask about the business of game design.
在游戏产业中很少有人能够拥有像Russell Kay这样的经验。自从创作《旅鼠》以来,罗素还参与了《哈利波特:魁地奇世界杯》和《F1职业挑战赛》等项目。罗素创立了视觉科学公司,一家游戏开发公司,并在阿伯泰邓迪大学担任电脑游戏技术客座教授。最近,Russell在Realtime Worlds接受了新的挑战。最近我与他会面并询问了有关游戏设计业务的问题。
{"title":"A lifetime in gaming: an interview with Russell Kay","authors":"Audrey Christophory","doi":"10.1145/1217728.1217734","DOIUrl":"https://doi.org/10.1145/1217728.1217734","url":null,"abstract":"Few people in the games industry can boast the experience of Russell Kay. Since his beginnings as a creator of Lemmings, Russell has worked on such projects as Harry Potter: Quidditch World Cup and F1 Career Challenge. Russell founded Visual Science, a game development company, and is Visiting Professor of Computer Games Technology at the University of Abertay Dundee. Most recently, Russell moved to new challenges at Realtime Worlds. I met up with him recently to ask about the business of game design.","PeriodicalId":429016,"journal":{"name":"ACM Crossroads","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127395686","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
ACM Crossroads
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1