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IEEE Computer Graphics and Applications

Issue 4 • July-Aug. 2008

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Displaying Results 1 - 24 of 24
  • [Front cover]

    Publication Year: 2008, Page(s): c1
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  • Siggraph 2008 advertisement

    Publication Year: 2008, Page(s): c2
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  • [Masthead]

    Publication Year: 2008, Page(s): 1
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  • Table of contents

    Publication Year: 2008, Page(s):2 - 3
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  • Expression through Art [About the cover]

    Publication Year: 2008, Page(s):4 - 5
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1208 KB) | HTML iconHTML

    The cover art for this issue is provided by Andrew Hindman, a California-based artist. View full abstract»

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  • Virtual Control Desks for Nuclear Power Plant Simulation: Improving Operator Training

    Publication Year: 2008, Page(s):6 - 9
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1297 KB) | HTML iconHTML

    Current nuclear power plant simulators employ interfaces that use multiple computer displays to represent a simplified control desk. To make the simulation more realistic and effective, a proposed approach replaces the displays with a virtual control desk that precisely mimics the original. View full abstract»

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  • VisWeek 08

    Publication Year: 2008, Page(s): 10
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  • Overcoming the Uncanny Valley

    Publication Year: 2008, Page(s):11 - 17
    Cited by:  Papers (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1661 KB) | HTML iconHTML

    What makes some near-human characters scary while others are merely laughable? More important, why do some human and humanlike characters fail to arouse our sympathy? Visual artists and roboticists face these questions as they seek to alternately frighten and endear. Recent attempts to create accurate human replicas have brought these questions to the fore with increased urgency. View full abstract»

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  • Mobile Graphics

    Publication Year: 2008, Page(s):18 - 19
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (111 KB) | HTML iconHTML

    Mobile phones form a ubiquitous graphics platform; over half of the world population uses them. This special issue presents solutions that overcome some of the inherent limitations of these compact computing devices and make use of the fact that they are available at all times, not just at your desk. View full abstract»

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  • Mobile 3D City Maps

    Publication Year: 2008, Page(s):20 - 31
    Cited by:  Papers (6)  |  Patents (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2554 KB) | HTML iconHTML

    In this paper, the author discusses a living mobile 3D city. It was created by lightweight modeling and 3D optimizations, and implemented an efficient, scalable dynamic entity management solution. A mobile 3D navigation interface was designed and verified the system by field experiments. Based on the results, implications for future research are also discussed. View full abstract»

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  • Positioning and Orientation in Indoor Environments Using Camera Phones

    Publication Year: 2008, Page(s):32 - 39
    Cited by:  Papers (28)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1672 KB) | HTML iconHTML

    Location technologies provide a way to associate information to a user's location. The authors developed a system that processes a cell-phone camera image and matches detected landmarks from the image to a building. The system calculates camera location and dynamically overlays information directly on the cell phone image. View full abstract»

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  • Toward Next-Gen Mobile AR Games

    Publication Year: 2008, Page(s):40 - 48
    Cited by:  Papers (23)  |  Patents (9)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (2146 KB) | HTML iconHTML

    Mobile augmented reality games offer a new and rich game experience allowing players to move and interact in their physical environment with 3D content. The authors review existing approaches to mobile AR games and identify two major trends: small, user-modifiable AR games and larger-scale, event-based AR games that are interwoven with their physical environment. View full abstract»

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  • Call for Papers and Computer Society information

    Publication Year: 2008, Page(s): 49
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  • Extensible GUIs for Remote Application Control on Mobile Devices

    Publication Year: 2008, Page(s):50 - 57
    Cited by:  Papers (14)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1365 KB) | HTML iconHTML

    This framework lets users easily and effectively use desktop applications on mobile devices without any redesign. An automatically generated description of the original interface lets the original application be recreated and migrated to nomadic scenarios. Users can also customize interfaces to suit their needs and match a device's capabilities. View full abstract»

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  • 3D Elastic Control for Mobile Devices

    Publication Year: 2008, Page(s):58 - 62
    Cited by:  Papers (1)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1216 KB) | HTML iconHTML

    To increase the input space of mobile devices, the authors developed a proof-of-concept 3D elastic controller that easily adapts to mobile devices. This embedded device improves the completion of high-level interaction tasks such as visualization of large documents and navigation in 3D environments. It also opens new directions for tomorrow's mobile applications. View full abstract»

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  • GRAAL: A Framework for Low-Power 3D Graphics Accelerators

    Publication Year: 2008, Page(s):63 - 73
    Cited by:  Papers (4)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (719 KB) | HTML iconHTML

    The graphics accelerator (GRAAL) design-exploration framework is an open system that offers a coherent development methodology for hardware/software cosimulation and codesign of embedded 3D graphics accelerators. GRAAL incorporates tools to help visually debug graphics algorithms implemented in hardware and to estimate performance in terms of throughput, power consumption, and area. View full abstract»

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  • The State of the Art in Mobile Graphics Research

    Publication Year: 2008, Page(s):74 - 84
    Cited by:  Papers (37)  |  Patents (18)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1662 KB) | HTML iconHTML

    High-quality computer graphics let mobile-device users access more compelling content. Still, the devices' limitations and requirements differ substantially from those of a PC. This survey of mobile graphics research describes current solutions in terms of specialized hardware (including 3D displays), rendering and transmission, visualization, and user interfaces. View full abstract»

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  • Interactive Fur Shaping and Rendering Using Nonuniform-Layered Textures

    Publication Year: 2008, Page(s):85 - 93
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1705 KB) | HTML iconHTML

    This system represents furry surfaces as nonuniform layers of texture slices, automatically adjusting the layers to achieve efficient, high-quality rendering. It employs layered shadow maps to simulate self-shadowing. Interactive tools let users intuitively create and edit furry objects and instantly view the rendered objects. View full abstract»

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  • Computer Society Membership advertisement

    Publication Year: 2008, Page(s):94 - 96
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  • CSDP [advertisement]

    Publication Year: 2008, Page(s): 97
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  • Mobile Phone-Enabled Museum Guidance with Adaptive Classification

    Publication Year: 2008, Page(s):98 - 102
    Cited by:  Papers (10)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1091 KB) | HTML iconHTML

    We present an overview of our adaptive museum guidance system called PhoneGuide. It uses camera-equipped mobile phones for on-device object recognition in ad-hoc sensor networks and provides location and object aware multimedia content to museum visitors. View full abstract»

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  • Tools and Products

    Publication Year: 2008, Page(s):103 - 104
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (269 KB) | HTML iconHTML

    Department editor Dave Kasik highlights some of the new computer graphics tools and products on the market. In this issue the featured tools and products are the "Project Epoc" headset from Emotiv Systems; the BioWave, BioFlex, and BioBeat wearable sensor systems from BioControl Systems; MSI Computer's Wind Notebook; Glucoboy; IBM's Anatomic and Symbolic Mapper Engine; Anark Core Workstation; and ... View full abstract»

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  • CEIViz '08 advertisement

    Publication Year: 2008, Page(s): c3
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  • Morgan Kaufmann Publishers, Inc. [advertisement]

    Publication Year: 2008, Page(s): c4
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Aims & Scope

IEEE CG&A bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments, including product announcements.

Full Aims & Scope

Meet Our Editors

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