scholarly journals Embedding the Cartesian Space Principles in a Smile, an Inclusive Learning Method for K12.

10.29007/9n6r ◽  
2020 ◽  
Author(s):  
Stefano Vuga ◽  
Eleonora Vuga

It is now well established that the negative emotions the child experiences for not understanding a mathematical topic mark their emotional memory associated with that topic. We’ve been investigating which tangible and accessible tools prevent the development of a pathological allergy to a fundamental concept as it is the Cartesian space, seeking for kid-friendly gates to the subject. When fear and pain for not understanding traces an escape pattern from this topic at a young age the child’s ability to relate to all its didactic applications can be seriously jeopardized, marking (when not identified) the school career and sub-sequent attitudes towards all the fields of theoretical and practical application of it.The elementary approach in explaining the Cartesian space principles to the children remains mainly linked to traditional visualization models of three-dimensional images on two-dimensional space, e.g., paper, blackboard, and screens. Only recently, augmented reality has been used as a teaching aid for visualizing objects in the actual three-dimensional space. Those systems are suitable for children naturally predisposed to mathematical and/or visual-cognitive intelligence, who are not suffering from any visual impairment. This is a non-inclusive system of access to understanding such fundamental topic as the Cartesian space. Topic which is later essential to an extended comprehension of geometry, mathematics, representation of objects, and concepts. The aim of the research was to find and test a support system to complement the standard two-dimensional and visual-only approach and to guarantee a complete and consistent sensorial experience of the definition of the Cartesian space through physical, material, and modular forms. We sought to create a bond between the concept and its real representation. This system should be extended to different ages of development and types of intelligence and backgrounds, transversal to environments and contexts of usage (family/school), also for visually impaired children. The developed tools pro-vide the child an early and positive emotional bond, prior to any traditional scholastic approach, with the fundamental principles of the Cartesian space through methods such as free play, trial and error, experimentation and share of the emotions while engaging in cooperative activities.

2018 ◽  
pp. 51-58

Un modelo para visualizar objetos en 4D con el Mathematica A model to visualize objects in 4D with Mathematica Ricardo Velezmoro y Robert Ipanaqué Universidad Nacional de Piura, Urb. Miraflores s/n, Castilla, Piura, Perú.  DOI: https://doi.org/10.33017/RevECIPeru2014.0008/ Resumen Una variedad de técnicas de gráficos por computadora han permitido la visualización de objetos, que existen en dimensiones más altas, en una pantalla 2D. En este artículo se propone un nuevo modelo a partir de la extensión de una técnica útil en la visualización de objetos en 3D en una pantalla 2D para realizar algo similar con objetos en 4D. Dicha técnica se basa en la definición de una inmersión, en primera instancia, del espacio tridimensional en el espacio bidimensional que luego se toma como referencia para definir otra inmersión, que constituye el modelo propuesto en este artículo, del espacio tetra dimensional en el espacio tridimensional. En teoría la visualización de objetos en 4D en una pantalla 2D se consigue mediante la composición de las dos inmersiones mencionadas, pero en la práctica se aprovechan los comandos incorporados en el sistema de cálculo simbólico Mathematica para tal fin. Descriptores: objetos 4D, modelo, inmersión Abstract A variety of computer graphics techniques have enabled the display of objects, which exist in higher dimensions, on a 2D screen. In this paper a new model from the extension of a technique useful in visualizing 3D objects on a 2D screen to make something similar with 4D objects is proposed. This technique is based on the definition of a immersion, in the first instance, from the three-dimensional space in two-dimensional space which is then taken as a reference to define another immersion, which is the model proposed in this paper, from the fourdimensional space in three dimensional space. Theoretically the visualization of objects in 4D on a 2D screen is achieved by the composition of the two immersions mentioned, but in practice the incorporated commands into the computer algebra system Mathematica for this purpose are utilized. Keywords: objects 4D, model, immersion.


2021 ◽  
Vol 11 (15) ◽  
pp. 7016
Author(s):  
Pawel S. Dabrowski ◽  
Cezary Specht ◽  
Mariusz Specht ◽  
Artur Makar

The theory of cartographic projections is a tool which can present the convex surface of the Earth on the plane. Of the many types of maps, thematic maps perform an important function due to the wide possibilities of adapting their content to current needs. The limitation of classic maps is their two-dimensional nature. In the era of rapidly growing methods of mass acquisition of spatial data, the use of flat images is often not enough to reveal the level of complexity of certain objects. In this case, it is necessary to use visualization in three-dimensional space. The motivation to conduct the study was the use of cartographic projections methods, spatial transformations, and the possibilities offered by thematic maps to create thematic three-dimensional map imaging (T3DMI). The authors presented a practical verification of the adopted methodology to create a T3DMI visualization of the marina of the National Sailing Centre of the Gdańsk University of Physical Education and Sport (Poland). The profiled characteristics of the object were used to emphasize the key elements of its function. The results confirmed the increase in the interpretative capabilities of the T3DMI method, relative to classic two-dimensional maps. Additionally, the study suggested future research directions of the presented solution.


2021 ◽  
Vol 13 (8) ◽  
pp. 1537
Author(s):  
Antonio Adán ◽  
Víctor Pérez ◽  
José-Luis Vivancos ◽  
Carolina Aparicio-Fernández ◽  
Samuel A. Prieto

The energy monitoring of heritage buildings has, to date, been governed by methodologies and standards that have been defined in terms of sensors that record scalar magnitudes and that are placed in specific positions in the scene, thus recording only some of the values sampled in that space. In this paper, however, we present an alternative to the aforementioned technologies in the form of new sensors based on 3D computer vision that are able to record dense thermal information in a three-dimensional space. These thermal computer vision-based technologies (3D-TCV) entail a revision and updating of the current building energy monitoring methodologies. This paper provides a detailed definition of the most significant aspects of this new extended methodology and presents a case study showing the potential of 3D-TCV techniques and how they may complement current techniques. The results obtained lead us to believe that 3D computer vision can provide the field of building monitoring with a decisive boost, particularly in the case of heritage buildings.


2020 ◽  
pp. 1-10
Author(s):  
Linlin Wang

With the continuous development of computer science and technology, symbol recognition systems may be converted from two-dimensional space to three-dimensional space. Therefore, this article mainly introduces the symbol recognition system based on 3D stereo vision. The three-dimensional image is taken by the visual coordinate measuring machine in two places on the left and right. Perform binocular stereo matching on the edge of the feature points of the two images. A corner detection algorithm combining SUSAN and Harris is used to detect the left and right camera calibration templates. The two-dimensional coordinate points of the object are determined by the image stereo matching module, and the three-dimensional discrete coordinate points of the object space can be obtained according to the transformation relationship between the image coordinates and the actual object coordinates. Then draw the three-dimensional model of the object through the three-dimensional drawing software. Experimental data shows that the logic resources and memory resources occupied by image preprocessing account for 30.4% and 27.4% of the entire system, respectively. The results show that the system can calibrate the internal and external parameters of the camera. In this way, the camera calibration result will be more accurate and the range will be wider. At the same time, it can effectively make up for the shortcomings of traditional modeling techniques to ensure the measurement accuracy of the detection system.


Author(s):  
Helena Bidnichenko

The paper presents a method for geometric modelling of a four-dimensional ball. For this, the regularities of the change in the shape of the projections of simple geometric images of two-dimensional and three-dimensional spaces during rotation are considered. Rotations of a segment and a circle around an axis are considered; it is shown that during rotation the shape of their projections changes from the maximum value to the degenerate projection. It was found that the set of points of the degenerate projection belongs to the axis of rotation, and each n-dimensional geometric image during rotation forms a body of a higher dimension, that is, one that belongs to (n + 1) -dimensional space. Identified regularities are extended to the four-dimensional space in which the ball is placed. It is shown that the axis of rotation of the ball will be a degenerate projection in the form of a circle, and the ball, when rotating, changes its size from a volumetric object to a flat circle, then increases again, but in the other direction (that is, it turns out), and then in reverse order to its original position. This rotation is more like a deformation, and such a ball of four-dimensional space is a hypersphere. For geometric modelling of the hypersphere and the possibility of its projection image, the article uses the vector model proposed by P.V. Filippov. The coordinate system 0xyzt is defined. The algebraic equation of the hypersphere is given by analogy with the three-dimensional space along certain coordinates of the center a, b, c, d. A variant of hypersection at t = 0 is considered, which confirms by equations obtaining a two-dimensional ball of three-dimensional space, a point (a ball of zero radius), which coincides with the center of the ball, or an imaginary ball. For the variant t = d, the equation of a two-dimensional ball is obtained, in which the radius is equal to R and the coordinates of all points along the 0t axis are equal to d. The variant of hypersection t = k turned out to be interesting, in which the equation of a two-dimensional sphere was obtained, in which the coordinates of all points along the 0t axis are equal to k, and the radius is . Horizontal vector projections of hypersection are constructed for different values of k. It is concluded that the set of horizontal vector projections of hypersections at t = k defines an ellipse.  


2019 ◽  
Vol 43 (4) ◽  
pp. 653-660 ◽  
Author(s):  
M.V. Gashnikov

Adaptive multidimensional signal interpolators are developed. These interpolators take into account the presence and direction of boundaries of flat signal regions in each local neighborhood based on the automatic selection of the interpolating function for each signal sample. The selection of the interpolating function is performed by a parameterized rule, which is optimized in a parametric lower dimensional space. The dimension reduction is performed using rank filtering of local differences in the neighborhood of each signal sample. The interpolating functions of adaptive interpolators are written for the multidimensional, three-dimensional and two-dimensional cases. The use of adaptive interpolators in the problem of compression of multidimensional signals is also considered. Results of an experimental study of adaptive interpolators for real multidimensional signals of various types are presented.


2013 ◽  
Vol 712-715 ◽  
pp. 1171-1174 ◽  
Author(s):  
Li Xin Wang ◽  
Yu Guo ◽  
Ming Yue Guo

A great change in mechanical industry has occurred after several successful practices using MBD (Model Based Definition) of The Boeing Company. It is an inevitable trend from two-dimensional product definition to three-dimensional product definition in mechanical industry. Several standards for MBD have emerged around the world. This paper explores the non-revolved parts modeling methods based on MBD and Pro/ENGINEER, presents several key steps about full-annotated model per MBD and then makes a conclusion. Following these methods we successfully build a typical non-revolved model which conforms to MBD standards correctly and efficiently.


2015 ◽  
Vol 11 (9) ◽  
pp. 47
Author(s):  
Feng Wu ◽  
Jiang Zhu ◽  
Yilong Tian ◽  
Zhipeng Xi

Network capacity has been widely studied in recent years. However, most of the literatures focus on the networks where nodes are distributed in a two-dimensional space. In this paper, we propose a 3D hybrid sensor network model. By setting different sensor node distribution probabilities for cells, we divide all the cells in the network into dense cells and sparse cells. Analytical expressions of the aggregate throughput capacity are obtained. We also find that suitable inhomogeneity can increase the network throughput capacity.


2013 ◽  
Vol 36 (5) ◽  
pp. 569-570 ◽  
Author(s):  
Homare Yamahachi ◽  
May-Britt Moser ◽  
Edvard I. Moser

AbstractThe suggestion that three-dimensional space is represented by a mosaic of neural map fragments, each covering a small area of space in the plane of locomotion, receives support from studies in complex two-dimensional environments. How map fragments are linked, which brain circuits are involved, and whether metric is preserved across fragments are questions that remain to be determined.


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