SIGGRAPH ASIA 2016 Symposium on Education最新文献

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Digital learning activities delivered by eloquent instructor avatars: scaling with problem instance 由雄辩的讲师化身提供的数字学习活动:与问题实例的缩放
SIGGRAPH ASIA 2016 Symposium on Education Pub Date : 2016-11-28 DOI: 10.1145/2993352.2993355
Saikiran Anasingaraju, Meng-Lin Wu, N. Adamo-Villani, V. Popescu, S. Cook, Mitchell J. Nathan, M. Alibali
{"title":"Digital learning activities delivered by eloquent instructor avatars: scaling with problem instance","authors":"Saikiran Anasingaraju, Meng-Lin Wu, N. Adamo-Villani, V. Popescu, S. Cook, Mitchell J. Nathan, M. Alibali","doi":"10.1145/2993352.2993355","DOIUrl":"https://doi.org/10.1145/2993352.2993355","url":null,"abstract":"We present an approach for achieving scalable authoring of digital learning activities, without sacrificing delivery eloquence. A computer animation character serves as an instructor avatar that not only speaks but also makes deictic, iconic and charisma gestures. The avatar is controlled via a text script, without the prerequisites of computer programming or animation expertise. Given a script for a problem, the system automatically generates scripts for additional instances of the problem, by adapting the targets of the deictic gestures, the speech, and the synchronization between speech and gestures. Starting from initial learning activities of a few minutes, the system can automatically generate hours of quality on-line learning activities. An evaluation by computer graphics, computer animation, and education research experts reveals that the automatically generated learning activities have animation quality that is comparable to that of the original activities.","PeriodicalId":438131,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115150223","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
Collaborative computer graphics product development between academia and government: a dynamic model 学术界和政府之间的协同计算机图形产品开发:一个动态模型
SIGGRAPH ASIA 2016 Symposium on Education Pub Date : 2016-11-28 DOI: 10.1145/2993352.2993358
D. Fowler, H. Kostis
{"title":"Collaborative computer graphics product development between academia and government: a dynamic model","authors":"D. Fowler, H. Kostis","doi":"10.1145/2993352.2993358","DOIUrl":"https://doi.org/10.1145/2993352.2993358","url":null,"abstract":"Collaborations and partnerships between academia and government agencies are common, especially when it comes to research and development in the fields of science, engineering and technology. However, collaboration between a government agency and an art school is rather atypical. This paper presents the Collaborative Student Project, which aims to explore the following challenge: The ideation, development and realization of education and public outreach products for NASA's upcoming ICESat-2 mission in collaboration with art students.","PeriodicalId":438131,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115647049","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: 1
Barrier-free affective communication in MOOC study by analyzing pupil diameter variation 通过瞳孔直径变化分析MOOC学习中的无障碍情感交流
SIGGRAPH ASIA 2016 Symposium on Education Pub Date : 2016-11-28 DOI: 10.1145/2993352.2993362
Baixi Xing, Lekai Zhang, Junying Gao, Ritai Yu, Ruimin Lyu
{"title":"Barrier-free affective communication in MOOC study by analyzing pupil diameter variation","authors":"Baixi Xing, Lekai Zhang, Junying Gao, Ritai Yu, Ruimin Lyu","doi":"10.1145/2993352.2993362","DOIUrl":"https://doi.org/10.1145/2993352.2993362","url":null,"abstract":"A MOOC (Massive Open Online Course) study shortens the distance between students and educators, and surpasses time and space, but it also creates barriers of true emotion interaction in the study process. This research demonstrated the feasibility of using a pupil diameter variation as the indicator of implicit affection states for the scales of valence and arousal, aiming to find a way of revealing the students' true emotion. In the experiment, affective music clips were selected as stimuli, the participants' pupillary responses information and their valence-arousal labeling scores were used for emotion recognition modeling. Multilayer Perceptron, Kstar and SVM algorithms were validated in the experiment for model comparison. SVM achieved the best recognition rate in both valence and arousal affective dimensions, indicating that affective states could be recognized by pupil diameter variation. On the basis of the recognition model, an application named \"EMOOC\" was developed for communication improvement in the MOOC's study, which could visualize students' emotional states to the MOOC teacher as feedback, bridging the emotion gap due to the online communication barrier.","PeriodicalId":438131,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127941785","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: 8
Skunkworks: an educational framework for the mediation of reactions 臭鼬工厂:调解反应的教育框架
SIGGRAPH ASIA 2016 Symposium on Education Pub Date : 2016-11-28 DOI: 10.1145/2993352.2993357
D. S. Hessels, T. Klein
{"title":"Skunkworks: an educational framework for the mediation of reactions","authors":"D. S. Hessels, T. Klein","doi":"10.1145/2993352.2993357","DOIUrl":"https://doi.org/10.1145/2993352.2993357","url":null,"abstract":"In the context of today's ubiquitous digital revolution, the mundane product, ranging from toys to watches to entire architectures, is slowly ceasing to exist. They are being replaced by networked and environmentally-reactive objects that, though trying to become de-materialised, require more knowledge of smart materials than ever before. These new products that blur the boundary between object and service integrate a variety of conductive and semi-smart materials to become innovative and intelligent. However, knowledge of these materials is traditionally reserved to the engineering sector and as a result, the products are augmented by technology, rather than being integrally designed from the start with an understanding of material behavior and its potential. By adapting concepts to achieve maximum impact in research and true innovation from the example set by the Lockheed group in their revolutionary working environment Skunkworks, we introduced digital tools and work flows into the classroom to create a competitive and inspiring design environment. In the context of the School of Creative Media, City University of Hong Kong, the project allowed a pedagogical re-structuring of large classes to work on a project based on a hands-on approach in the prototypical confluence of digital 3D printing and smart materials. Ultimately, this approach allowed students to reverse the development process: instead of asking \"How do I make this?\" they had to ask \"What can I make from this?\" Finding this inherent potential in materials and developing it was organizationally framed by a series of digital tooling workshops, and a course outline that traversed through understanding natural forces, analyzing the unique properties of the reaction as a time-based media, and explorations into capture technologies and tools beyond normal cameras. This allowed mediating the reaction through either image or form. In this paper, we will describe the set-up and organizational structure of the course, the variety of teaching materials, assignments, dissemination and finally the exhibition of the students work in the context of the 22nd International Symposium on Electronic Arts in Hong Kong 2016.","PeriodicalId":438131,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126292193","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
Ati the Etruscan: a transmedia CG character for educational storytelling Ati the Etruscan:一个跨媒体CG角色,用于教育故事
SIGGRAPH ASIA 2016 Symposium on Education Pub Date : 2016-11-28 DOI: 10.1145/2993352.2993353
Antonella Guidazzoli, M. Liguori, S. Imboden, Daniele De Luca, G. Bellavia, L. Verri
{"title":"Ati the Etruscan: a transmedia CG character for educational storytelling","authors":"Antonella Guidazzoli, M. Liguori, S. Imboden, Daniele De Luca, G. Bellavia, L. Verri","doi":"10.1145/2993352.2993353","DOIUrl":"https://doi.org/10.1145/2993352.2993353","url":null,"abstract":"Ati the Etruscan is a 3D character developed in Blender at VisitLab Cineca. It can be considered as a versatile mascot of the Etruscan civilization, part of the recent efforts sustained in Italy by different cultural institutions to promote knowledge about the Etruscans. It can also be seen as an example of a methodology in educational video making, based on open source, multiple re-use and sharing of 3D assets opened towards new cross-media applications.","PeriodicalId":438131,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education","volume":"197 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115256187","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
Developing new pedagogical models for curricula targeting industry and government collaborations 开发针对行业和政府合作的课程的新教学模式
SIGGRAPH ASIA 2016 Symposium on Education Pub Date : 2016-11-28 DOI: 10.1145/2993352.2993360
J. Piper, G. Bennett, J. Kruse
{"title":"Developing new pedagogical models for curricula targeting industry and government collaborations","authors":"J. Piper, G. Bennett, J. Kruse","doi":"10.1145/2993352.2993360","DOIUrl":"https://doi.org/10.1145/2993352.2993360","url":null,"abstract":"Educational spaces within a university campus have traditionally been seen as a lecture theatre with an area set aside for tutorials. In the case of a computer-based teaching programme, this has been a computer lab, with projector, screen and lecturer at the front of the room. All teaching has usually been in semi-darkness and, as the work is computer-based, there is nothing stimulating within the walled environment: just rows of desks and computers. Perhaps for purely pragmatic reasons this has basically been accepted by educators as the way things were done. However, it has always meant that it limited the possibility of more diverse pedagogical approaches to learning and knowledge gathering. Within a computer-based environment, how is a more student-centered approach to knowledge being advanced? What type of changes need to happen or be developed to allow different types of classrooms or processes for learning to be adopted in higher education within the very fast moving and changing field of digital moving image production and post-production. How does a university campus need to change to accommodate new environments which allow for different models of student-centered approaches to learning, as well as the increasing requirement for an industry collaborative model for projects being the norm. What needs to be developed to better enable tertiary/industry collaborative teaching and research models being pursued to be taught both inside and outside the university environment? Within the digital moving image field, students are increasingly being able to really push the research boundaries and actually inform the industry. How do we enhance and enable this reality and enmesh it into future pedagogical models? This paper investigates this changing environment with reference to how it may be achieved specifically with some key case studies within the animation subject area which includes motion capture in it's pipeline.","PeriodicalId":438131,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121967997","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
Structured design thinking strategy in a collaborative context 协作环境下的结构化设计思维策略
SIGGRAPH ASIA 2016 Symposium on Education Pub Date : 2016-11-28 DOI: 10.1145/2993352.2993359
Mei-Fen Chen, Chun-Ming Yang, Wan-Ying Lai
{"title":"Structured design thinking strategy in a collaborative context","authors":"Mei-Fen Chen, Chun-Ming Yang, Wan-Ying Lai","doi":"10.1145/2993352.2993359","DOIUrl":"https://doi.org/10.1145/2993352.2993359","url":null,"abstract":"Design thinking is a catalyst that uncovers innovations. From realistic products, services, and business models, it seeks a creative approach to defining challenges and problem solving. This paper follows the documentation process behind an international group of faculty and students who embarked on a brand new learning experience. With collaborations through faculty expertise and student's hard work, they developed a process based on the design-thinking framework in a design-centric business model. Some viable strategies, techniques, and valuable learning outcomes will be shared in this paper.","PeriodicalId":438131,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127835406","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
Holistic game development curriculum 整体游戏开发课程
SIGGRAPH ASIA 2016 Symposium on Education Pub Date : 2016-11-28 DOI: 10.1145/2993352.2993354
Ben Kenwright
{"title":"Holistic game development curriculum","authors":"Ben Kenwright","doi":"10.1145/2993352.2993354","DOIUrl":"https://doi.org/10.1145/2993352.2993354","url":null,"abstract":"This article discusses the design and implementation of a holistic game development curriculum. We focus on a technical degree centred around game engineering/technologies with transferable skills, problem solving, mathematics, software engineering, scalability, and industry practices. In view of the fact that there is a growing skills shortage for technically minded game engineers, we must also be aware of the rapidly changing advancements in hardware, technologies, and industry. Firstly, we want a synergistic game orientated curriculum (for a 4-year Bachelor's programme). Secondly, the organisation and teaching needs to adapt to future trends, while avoiding tunnel vision (too game orientated) and support both research and industry needs. Finally, we build upon collaborations with independent experts to support an educational programme with a diverse range of skills. The curriculum discussed in this article, connects with a wide variety of subjects (while strengthening and supporting one another), such as, programming, mathematics, computer graphics, physics-based animation, parallel systems, and artificial intelligence. All things considered, the development and incorporation of procedures into a curriculum framework to keep up with advancements in game technologies is important and valuable. Collaborative learning Computing education programs Contextual software domains Virtual worlds software","PeriodicalId":438131,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education","volume":"76 12","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114005442","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
Human periodic activity recognition based on functional features 基于功能特征的人体周期性活动识别
SIGGRAPH ASIA 2016 Symposium on Education Pub Date : 2016-11-28 DOI: 10.1145/2993352.2993361
Benyue Su, Jing Jiang, Qingfeng Tang, Min Sheng
{"title":"Human periodic activity recognition based on functional features","authors":"Benyue Su, Jing Jiang, Qingfeng Tang, Min Sheng","doi":"10.1145/2993352.2993361","DOIUrl":"https://doi.org/10.1145/2993352.2993361","url":null,"abstract":"In order to recognize the human daily activity more easily and accurately, an activity recognition method based on functional features is proposed in this article. Firstly, we transform the data series which collected by the wearable motion capture system into functional data using the techniques of Functional Data Analysis (FDA), thus the underlying continuity and periodicity of motion data can be depicted vividly. The method result indicates that functions of different activities indeed have different patterns. Secondly, a novel kind of feature called functional features including maximum, minimum and frequency of the function are put forward in order to classify different activities. Subsequently, SVM has been employed in order to achieve the highest accuracy according to the functional features. Finally, we compare our algorithm with other state-of-the-art methods so as to prove its effectiveness. Experimental results show that our algorithm can describe the continuity and periodicity of the motion capture data precisely and recognize human periodic activity accurately.","PeriodicalId":438131,"journal":{"name":"SIGGRAPH ASIA 2016 Symposium on Education","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127763054","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: 5
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