Much.Matter.in.Motion: learning by modeling systems in chemistry and physics with a universal programing platform

Author(s):  
Janan Saba ◽  
Hagit Hel-Or ◽  
Sharona T. Levy
2016 ◽  
Vol 22 (98) ◽  
pp. 56-61
Author(s):  
Vladislav A. Kosenko ◽  
◽  
Valeriy O. Kvashnin ◽  

2017 ◽  
Vol 11 (1) ◽  
pp. 68-80
Author(s):  
E. E. Akimkina

A comparative analysis of different approaches to analytical data and shows that the most ample opportunities has a multi-dimensional approach, implemented with the help of OLAP technology. Presented multidimensional OLAP-cube model with the measurements for the analysis and processing of process data. Practical recommendations for the deployment of a multidimensional data modeling systems with regard to their integration into existing enterprise management system.


2021 ◽  
Vol 1 ◽  
pp. 283-292
Author(s):  
Jakob Harlan ◽  
Benjamin Schleich ◽  
Sandro Wartzack

AbstractThe increased availability of affordable virtual reality hardware in the last years boosted research and development of such systems for many fields of application. While extended reality systems are well established for visualization of product data, immersive authoring tools that can create and modify that data are yet to see widespread productive use. Making use of building blocks, we see the possibility that such tools allow quick expression of spatial concepts, even for non-expert users. Optical hand-tracking technology allows the implementation of this immersive modeling using natural user interfaces. Here the users manipulated the virtual objects with their bare hands. In this work, we present a systematic collection of natural interactions suited for immersive building-block-based modeling systems. The interactions are conceptually described and categorized by the task they fulfil.


Author(s):  
Kiona Hagen Niehaus ◽  
Rebecca Fiebrink

This paper describes the process of developing a software tool for digital artistic exploration of 3D human figures. Previously available software for modeling mesh-based 3D human figures restricts user output based on normative assumptions about the form that a body might take, particularly in terms of gender, race, and disability status, which are reinforced by ubiquitous use of range-limited sliders mapped to singular high-level design parameters. CreatorCustom, the software prototype created during this research, is designed to foreground an exploratory approach to modeling 3D human bodies, treating the digital body as a sculptural landscape rather than a presupposed form for rote technical representation. Building on prior research into serendipity in Human-Computer Interaction and 3D modeling systems for users at various levels of proficiency, among other areas, this research comprises two qualitative studies and investigation of the impact on the first author's artistic practice. Study 1 uses interviews and practice sessions to explore the practices of six queer artists working with the body and the language, materials, and actions they use in their practice; these then informed the design of the software tool. Study 2 investigates the usability, creativity support, and bodily implications of the software when used by thirteen artists in a workshop. These studies reveal the importance of exploration and unexpectedness in artistic practice, and a desire for experimental digital approaches to the human form.


Sign in / Sign up

Export Citation Format

Share Document