scholarly journals PENGEMBANGAN MEDIA VIDEO PEMBELAJARAN PENGHANTAR LISTRIK DILENGKAPI OBJEK TIGA DIMENSI PADA MATA KULIAH KABEL DAN TEKNIK PEMASANGANNYA DI PROGRAM STUDI PENDIDIKAN TEKNIK ELEKTRO UNIVERSITAS PENDIDIKAN GANESHA

2019 ◽  
Vol 8 (1) ◽  
Author(s):  
Gede Setiadarma ◽  
Agus Adiarta ◽  
Nyoman Santiyadnya

Research development aims to: 1) create a media instructional videos electrically conductive include three-dimensional objects, 2) determine the feasibility of video media learning electrical conductors include three-dimensional object, 3) determine the response of students to use video media learning electrical conductors include three-dimensional object. This research is a study of R & D to adapt the pace of development of Sugiyono development model. Media that was developed in the validation by experts and expert media content. Calculation of instruments to the experts and field trials using a scale Linkert. The results of this study in the form of video media products and media learning objects in three dimensions. The results of the percentage gain media expert feasibility level by 98, 67% with a very decent qualifications and earn a percentage of content expert feasibility level of 100% with a very decent qualifications. Results of a small study group trial amounted to 91.27% (excellent qualifications) and a large group trial that shows a student's response amounted to 93.72% (excellent qualifications). So media instructional video and three-dimensional objects that are developed feasible in the subject of wiring and installation techniques for the third semester students of Electrical Engineering Education Program Undiksha.

2021 ◽  
Vol 58 (3) ◽  
pp. 137-142
Author(s):  
A.O. Dauitbayeva ◽  
◽  
A.A. Myrzamuratova ◽  
A.B. Bexeitova ◽  
◽  
...  

This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.


2012 ◽  
Vol 220-223 ◽  
pp. 2803-2808
Author(s):  
Xiao Ping Wang ◽  
Xiu Cheng Dong

Collision detection in Vega Prime is based on the simple line segment, and collision detection based on bounding box is not realized. By studying the composition of three-dimensional object based on Oriented Bounding Box (OBB), we define a collision detection class, which inherits from vpIsector. After finding out all vertices of geometry in object, we connect these vertices one by one and constitute a tend line. The trend line constitutes our bounding box based on OBB. Now, our collision detection is based on three-dimensional objects, but not the simple line segment. At the same time, we can control the efficiency of collision detection by increasing or decreasing the number of collision lines on the actual demand. Additionally, on this basis, we have made the further application. By adjusting parameter, we can get a bounding box with early warning mechanism or collision tolerance.


2016 ◽  
pp. 48-73
Author(s):  
Rodrigo Valença Cavalcante Frade ◽  
Francisco Milton Mendes Neto ◽  
Rafael Castro de Souza

The advancement of technological resources has provided new possibilities in teaching and learning processes. This progress resulted in an improvement to the Distance Education (DE). However, this type of education still faces the serious problem of circumvention having as a major cause, lack of motivation among students. Thus, the use of new technological trends has been increasingly common with the purpose to provide greater attractiveness for student participation in distance learning courses. Thus, this study aims to propose a multiagent virtual environment in three dimensions to support the recommendation of learning objects in order to improve the teaching and learning processes in DE.


Author(s):  
Andrew J. Birnbaum ◽  
Athanasios P. Iliopoulos ◽  
John C. Steuben ◽  
John G. Michopoulos

Despite increasing levels of acceptance, traditional additive manufacturing techniques continue to suffer from a number of fundamental drawbacks that act to limit broad adoption. These drawbacks include limits on processable materials, part properties/performance, geometric deviation and repeatability. The vast majority of existing processes also rely on a point-by-point approach to generate parts, resulting in exceedingly long build times and extremely poor scaling behavior. Furthermore, in general, current systems require significant levels of complexity for operation, resulting in the need for considerable upfront capital investment as well as continuing maintenance costs. A new manufacturing approach is presented here, based upon the generation of objects from the direct creation of constituent volumetric sub-regions. This process addresses many of the limitations described above, and has the potential to significantly alter the manner with which three-dimensional objects are realized.


Author(s):  
Rodrigo Valença Cavalcante Frade ◽  
Francisco Milton Mendes Neto ◽  
Rafael Castro de Souza

The advancement of technological resources has provided new possibilities in teaching and learning processes. This progress resulted in an improvement to the Distance Education (DE). However, this type of education still faces the serious problem of circumvention having as a major cause, lack of motivation among students. Thus, the use of new technological trends has been increasingly common with the purpose to provide greater attractiveness for student participation in distance learning courses. Thus, this study aims to propose a multiagent virtual environment in three dimensions to support the recommendation of learning objects in order to improve the teaching and learning processes in DE.


2010 ◽  
Vol 8 (54) ◽  
pp. 144-151 ◽  
Author(s):  
Johan Hattne ◽  
Victor S. Lamzin

Chirality is an important feature of three-dimensional objects and a key concept in chemistry, biology and many other disciplines. However, it has been difficult to quantify, largely owing to computational complications. Here we present a general chirality measure, called the chiral invariant (CI), which is applicable to any three-dimensional object containing a large amount of data. The CI distinguishes the hand of the object and quantifies the degree of its handedness. It is invariant to the translation, rotation and scale of the object, and tolerant to a modest amount of noise in the experimental data. The invariant is expressed in terms of moments and can be computed in almost no time. Because of its universality and computational efficiency, the CI is suitable for a wide range of pattern-recognition problems. We demonstrate its applicability to molecular atomic models and their electron density maps. We show that the occurrence of the conformations of the macromolecular polypeptide backbone is related to the value of the CI of the constituting peptide fragments. We also illustrate how the CI can be used to assess the quality of a crystallographic electron density map.


2011 ◽  
Vol 19 (1) ◽  
pp. 1 ◽  
Author(s):  
Robert T Dehoff

This summary paper provides an overview of the content of stereology. The typical problem at hand centers around some three dimensional object that has an internal structure that determines its function, performance, or response. To understand and quantify the geometry of that structure it is necessary to probe it with geometric entities: points, lines, planes volumes, etc. Meaningful results are obtained only if the set of probes chosen for use in the assessment is drawn uniformly from the population of such probes for the structure as a whole. This requires an understanding of the population of each kind of probe. Interaction of the probes with the structure produce geometric events which are the focus of stereological measurements. In almost all applications the measurement that is made is a simple count of the number of these events. Rigorous application of these requirements for sample design produce unbiased estimates of geometric properties of features in the structure no matter how complex are the features or what their arrangement in space. It is this assumption-free characteristic of the methodology that makes it a powerful tool for characterizing the internal structure of three dimensional objects.


Author(s):  
Tina Porwal

An art movement in sculpture and painting that began in the 1950s and emphasized extremesimplification of form and colour. A school of abstract painting and sculpture that emphasizes extreme simplification of form, as by the use of basic shapes and monochromatic palettes of primary colors, objectivity, and anonymity of style. Also called ABC art, minimal art, reductivism, rejective art. The early 1960s brought about a significant shift in American art, largely in reaction to the critical and popular success of the highly personal and expressive painterlygestures of Abstract Expressionism. Minimalist artists produced pared-down three-dimensional objects that have no resemblance to any real objects. Their new vocabulary of simplified, geometric forms made from humble industrial materialschallenged traditional notions of craftsmanship, the illusion of three dimensions, or spatial depth, and the idea that a work of art must be one of a kind.


Author(s):  
Eleni Ira Panourgia ◽  
Finbar Wheelaghan ◽  
Xue Yang

This article discusses a prototype that explores the simultaneous manipulation of three-dimensional digital forms and sound. Our multi-media study examines the aesthetic affordances of tight parameter couplings between digital three-dimensional objects and sound objects based on notions of process and user-machine interaction. It investigates how effective cohesion between visual, spatial and sonic might be established through changes perceived in parallel; what Michel Chion refers to as 'synchresis'. Drawing from Mike Blow's work On the Simultaneous Perception of Sound and Three-Dimensional Objects and processual art, this prototype uses computer technology for forming and mediating a creative practice involving 3D animation, sound synthesis, digital signal processing and programming. Our practice-based approach entails the rendering of a three-dimensional digital object in Processing whose form changes over time according to specific actions. Spatial data is sent via Open Sound Control (OSC) to Max MSP in real time, where sound is synthesized and then manipulated. Sonic parameters such as amplitude, spectral density/width and timbre are controlled by select spatial parameters from the three-dimensional object. Sound processing is realized based on the changing of the three-dimensional object in time through basic actions such as splitting, distorting, cutting, shattering and rotating. We use digital technology to look beyond basic synchronisation of sound and vision to a more complex cohesion of percepts, based on changes to myriad sonic and visual parameters experienced concurrently.


1978 ◽  
Vol 56 (2) ◽  
pp. 162-165 ◽  
Author(s):  
P. Fewster ◽  
L. Orlóci

When vegetation data are summarized on the basis of some method of ordination, a search for distinct groups or trends is greatly facilitated if the cloud of sample points is viewed under a lens stereoscope in three dimensions. The present paper describes a simple method to construct stereograms and illustrates their application in a classification problem.A stereogram is composed of two images of a three-dimensional object. The left image and the right correspond respectively to sightings with the left eye or the right eye of the observer. The diagrams are placed side by side at a specified distance apart, and when viewed with the aid of a stereoscope, the images will merge resulting in a three-dimensional picture.


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