نتایج جستجو برای: participating media

تعداد نتایج: 320357  

Journal: :Journal of WSCG 2012
Roland Hufnagel Martin Held

The rendering of participating media still forms a big challenge for computer graphics. This remark is particularly true for real-world clouds with their inhomogeneous density distributions, large range of spatial scales and different forms of appearance. We survey techniques for cloud visualization and classify them relative to the type of volume representation, lighting and rendering techniqu...

2005
A. J. Silva Neto F. J. C. P. Soeiro

1. Abstract In the present work a hybrid optimization method such as the combination of Simulated Annealing and the Levenberg-Marquardt method is used for the solution of the inverse radiative transfer problem of estimating the space dependent albedo in one-dimensional heterogeneous participating media. The unknown function is expanded as a series of known functions, and a finite dimensional op...

2015
Roald Frederickx Pieterjan Bartels Philip Dutré

We speed up the rendering of participating media with Virtual Ray Lights (VRLs) by clustering them in a preprocessing step. A subset of representative VRLs is then sampled from the clustering, which is used for the final rendering. By performing a full variance analysis, we can explicitly estimate the convergence rate of the rendering process and automatically find the locally ideal number of c...

2007
Katri Halonen

This paper deals with the open source method practiced within the new media art context. I present a case study on an international festival, PixelACHE 2005, which was organized by and for new media artists and served as a platform for demonstrations of new media projects and as a meeting place for experimental new media artists. In this article I discuss how new media artists adapted the open ...

2014
Malin Picha Edwardsson

During the past 50 years, the media channels, the media consumption patterns and the entire influence of media in society have changed dramatically. Looking into the future, the pace of change is not likely to decrease. In order to prepare for the future, it is important to increase our understanding of the present, in particular with regards to the environmental aspects of media consumption. I...

1999
Ioannis Kostalas Timos K. Sellis Michalis Vazirgiannis

A Multimedia Application (MAP) consists of a set of media objects ordered in the spatial and temporal domains. In this paper we present an authoring & verification methodology for MAP documents development. We capitalize on a solid theoretical model for spatiotemporal compositions. The tool may be used both for prototyping and verification of multimedia presentations or spatiotemporal compositi...

2014
Oscar Alberto Beltrán-Salazar

Objective. This study sought to understand the meaning of humanized care for those directly participating in it. Methodology. This was qualitative research with phenomenological interpretative approach conducted in Medellín, Colombia, during 2013. It included 16 participants among nurses, adult patients, and relatives. To gather the information, in-depth interviews were used; data analysis was ...

2003
Mark Dawson

As schools increasingly encourage enterprise education, a number of "stand alone" programs ( eg: Young Achievement Australia (YAA),and the E(Enterprise)-Team ) are being offered to students. Typically, such programs are developed by businessled groups and implemented at the school level. Many involve business sponsorship and often the number of students participating is limited. This paper inve...

2005
Engelbert Westkämper Bernhard Mitschang

Preface 1 Sonderforschungsbereich Nexus is a Center of Excellence that has been established at Universität Stuttgart in January 2003. This interdisciplinary research center, which is funded by Deutsche Forschungsgemeinschaft (DFG), currently involves more than 30 researchers from various fields, including computer science, electrical engineering , civil engineering, mechanical engineering, and ...

Journal: :JASIST 2016
Rebecca Reynolds Ming Ming Chiu

Participating in online social, cultural, and political activities requires digital skill and knowledge. This study investigates how sustained student engagement in game design and social media use can attenuate the relations between socioeconomic factors and digital inequality among youth. This study of 242 middle and high school students participating in the Globaloria project shows that part...

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