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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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.
{"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}
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}
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.
{"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}