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Computer Graphics and Applications, IEEE

Issue 3 • Date May-June 2006

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Displaying Results 1 - 20 of 20
  • [Front cover]

    Page(s): c1
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  • [Inside front cover]

    Page(s): c2
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  • Masthead

    Page(s): 1
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  • Table of contents

    Page(s): 2 - 3
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  • A Fractal Voyage

    Page(s): 4 - 5
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  • Toward measuring visualization insight

    Page(s): 6 - 9
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    Recent visualization research literature has paid an increasing amount of attention to evaluating visualizations. It seems an appropriate time to reopen the question about what the ultimate purpose of visualization is and how it should be evaluated. One potential claim is: the purpose of visualization is insight. The purpose of visualization evaluation is to determine to what degree visualizations achieve this purpose. If this claim is true, then evaluating visualizations should seek to determine how well visualizations generate insight. Measuring insight would enable the direct comparison of visualization design alternatives, or the comparison against an insight goal. This article examines the capability of the controlled experiment method to measure insight View full abstract»

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  • Teaching communication skills with virtual humans

    Page(s): 10 - 13
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    At the University of Florida, our research team has worked on applying virtual humans as partners in interpersonal communication scenarios. Our goal is to teach communication skills using virtual humans (VHs). The simulation of an interaction between people to facilitate teaching, training, and testing of communication skills would be a powerful new VR application. Our approach is to employ natural methods of interaction with the VH. We are striving to create an experience similar to two (and eventually more) people talking View full abstract»

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  • Computer graphics advances the art of anime

    Page(s): 14 - 19
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    Japanese animation, popularly referred to as anime is notable for its dynamic, calligraphic style. The genre is directly related to manga, the graphic novels read by millions of Japanese, both children and adults. Manga in turn is a distant cousin of Japan's classic scroll paintings, the kinetic pictorial format that combines a continuous visual image with a narrative text. The scroll painting, together with Japan's ancient calligraphic technique, led to the development of ukiyo-e, the colorful woodblock prints made famous by Hokusai and Utamaro. Like ukiyo-e, Japanese animation stands out for its visual immediacy and boldness of vision View full abstract»

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  • Guest Editor's Introduction: Interactive Narrative

    Page(s): 20 - 21
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  • IEEE CG&A 2006 Editorial Calendar

    Page(s): 22
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  • From linear story generation to branching story graphs

    Page(s): 23 - 31
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    Narrative intelligence refers to the ability - human or computer - to organize experience into narrative. Recently, researchers have applied narrative intelligence to create interactive narrative systems, virtual worlds in which a story unfolds and the user is considered a character in the story, able to interact with elements and other characters in the virtual world. The standard approach to incorporating storytelling into a computer system is to script a story at design time. However, this approach limits the computer system's ability to adapt to the user's preferences and abilities. The alternative approach is to generate stories dynamically or on a per-session basis (one story per time the system is engaged). Narrative generation is a process that involves the selection, ordering, and presentation through discourse of narrative content. A system that can generate stories can adapt narrative to the user's preferences and abilities, has expanded replay value, and can interact with users in ways that system designers didn't initially envision View full abstract»

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  • Declarative optimization-based drama management in interactive fiction

    Page(s): 32 - 41
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    Our work relates to automatically guiding experiences in large, open-world interactive dramas and story-based experiences where a player interacts with and influences a story. A drama manager (DM) is a system that watches a story as it progresses, reconfiguring the world to fulfill the author's goals. A DM might notice a player doing something that fits poorly with the current story and attempt to dissuade him or her. This is accomplished using soft actions such as having a nonplayer character start a conversation with a player to lure him or her to something else, or by more direct actions such as locking doors. We present work applying search-based drama management (SBDM) to the interactive fiction piece Anchorhead, to further investigate the algorithmic and authorship issues involved. Declarative optimization-based drama management (DODM) guides the player by projecting possible future stories and reconfiguring the story world based on those projections. This approach models stories as a set of possible plot points, and an author-specified evaluation function rates the quality of a particular plot-point sequence View full abstract»

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  • Unscripted narrative for affectively driven characters

    Page(s): 42 - 52
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    In this article, we report on the emergent narrative concept aiming at the definition of a narrative theory adapted to the VR medium (whether a game or VR application). The inherent freedom of movement proper to VR - an indisputable element of immersion - collides with the Aristotelian vision of articulated plot events with respect to the given timeline associated with the story in display. This narrative paradox can only be observed in interactive VR applications and it doesn't seem possible to resolve it through the use of existing narrative theories. Interactivity is the novel element that storytellers must address. The authors discuss designing unscripted dramas with affectively driven intelligent autonomous characters based on the development of the FearNot! system for education against bullying View full abstract»

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  • Generating comics from 3D interactive computer graphics

    Page(s): 53 - 61
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    Storyboards and scripts use comic-like frames to narrate stories. Such displays can also summarize the main events in a film, video, or virtual world interaction creating a more succinct representation of the original graphics. Our goal is to create a sequence of comic-like images summarizing the main events in a virtual world environment and present them in a coherent, concise, and visually pleasing manner. Our system can extract a sequence of important events from a continuous temporal story line and convert the events into a graphical representation automatically. Our automatic end-to-end system transforms interactions in 3D graphics into a succinct representation depicted by comics. The system is based on principles of comic theory and can produce different comic sequences on the basis of user-provided semantic parameters, such as viewpoint and level-of-details using the same reduction principle in both the temporal and the spatial domains View full abstract»

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  • Multimodal interaction with a wearable augmented reality system

    Page(s): 62 - 71
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    An augmented reality system enhances a mobile user's situational awareness and provides new visualization functionality. The custom-built multimodal interface provides access to information encountered in urban environments. In this article, we detail our experiences with various input devices and modalities and discuss their advantages and drawbacks in the context of interaction tasks in mobile computing. We show how we integrated the input channels to use the modalities beneficially and how this enhances the interface's overall usability View full abstract»

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  • Cords: geometric curve primitives for modeling contact

    Page(s): 72 - 79
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    Curves are perhaps the most versatile of modeling primitives in computer graphics. They define a rough structure for many surface-generation algorithms and are often fit to meaningful surface features for further shape modeling. Deformable objects such as hair and fur are simulated on finite element curve discretizations. Motion paths for planning and animation applications are tied to underlying curves. In this article we present a geometric curve primitive, known as a cord, which allows for interactive modeling of curves that contact complex geometry View full abstract»

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  • Isn't it about time? [data visualization]

    Page(s): 80 - 83
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    Time plays a key role in all aspects of the intelligence analysis process, from data ingest through analysis methods to the cognitive processes that create intelligence products. However, the concept of time is difficult to grasp and not yet fully understood. In this article, we briefly discuss why time is difficult to grasp, the need for visualizations and interactions to deal with time, and some thoughts about a temporal analytic discourse. Overall, time cannot be left as an afterthought when developing visualizations. We should consider time as a first-class object in its own right, rather than an implicit attribute, and we must make it as interactively manipulable as any other object View full abstract»

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  • How to solve a cubic equation. Part 1. The shape of the discriminant

    Page(s): 84 - 93
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    In this article, the author discusses how to solve a cubic equation View full abstract»

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  • Tools and Products

    Page(s): 94 - 96
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  • [Back inside cover]

    Page(s): c3
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Aims & Scope

IEEE Computer Graphics and Applications bridges the theory and practice of computer graphics.

Full Aims & Scope

Meet Our Editors

Editor-in-Chief
L. Miguel Encarnação
University of Iowa