|
|
Showing 1 - 3 of
3 matches in All Departments
This volume presents the results of a joint National Science Foundation and European Commission Workshop which was set up to identify the future key strategic research directions in the areas of human-centred interaction, online communities and virtual environments. A research agenda is proposed for each area. There is an urgent need to make interaction more centred around human needs and capabilities, and to consider the human environment in virtual environments and in other contextual information-processing activities. The overall goal is to make users more effective in their information or communication tasks by reducing learning times, speeding up performance, lowering error rates, facilitating retention, and increasing subjective satisfaction. Online communities is an area of rapid and dynamic growth with new kinds of interaction, behaviours, communication, and relationship to the world of users and information. Guidelines for basic user interface design need to be extended to accommodate these new technologies and interfaces to users. Fruitful lines of research investigation in all these areas are set out in this book.
Rae Earnshawand John A. Vince --_. . _----- 1 Introduction The
USPresident's Information Technology Advisory Committee
(PITAC)recently advised the US Senate of the strategic importance
of investing in IT for the 21st century, particularlyin the areas
of software,human-computer interaction, scalable information
infrastructure, high-end computing and socioeconomic issues [1].
Research frontiers ofhuman-computer interaction include the desire
that interac tion be more centered around human needs and
capabilities, and that the human environment be considered in
virtual environments and in other contextual infor
mation-processing activities. The overall goal is to make users
more effective in their information or communication tasks by
reducing learning times, speeding performance, lowering error
rates, facilitating retention and increasing subjective
satisfaction. Improved designs can dramatically increase
effectiveness for users, who range from novices to experts and who
have diverse cultures with varying educational backgrounds. Their
lives could be made more satisfying, their work safer, their
learning easier and their health better.
"Computer Graphics: Principles and Practice, Third Edition, "
remains the most authoritative introduction to the field. The first
edition, the original "Foley and van Dam," helped to define
computer graphics and how it could be taught. The second edition
became an even more comprehensive resource for practitioners and
students alike. This third edition has been completely rewritten to
provide detailed and up-to-date coverage of key concepts,
algorithms, technologies, and applications. The authors explain the
principles, as well as the mathematics, underlying computer
graphics-knowledge that is essential for successful work both now
and in the future. Early chapters show how to create 2D and 3D
pictures right away, supporting experimentation. Later chapters,
covering a broad range of topics, demonstrate more sophisticated
approaches. Sections on current computer graphics practice show how
to apply given principles in common situations, such as how to
approximate an ideal solution on available hardware, or how to
represent a data structure more efficiently. Topics are reinforced
by exercises, program-ming problems, and hands-on projects. This
revised edition features
- New coverage of the rendering equation, GPU architecture
considerations, and importance- sampling in physically based
rendering
- An emphasis on modern approaches, as in a new chapter on
probability theory for use in Monte-Carlo rendering
- Implementations of GPU shaders, software rendering, and
graphics-intensive 3D interfaces
- 3D real-time graphics platforms-their design goals and
trade-offs-including new mobile and browser platforms
- Programming and debugging approaches unique to graphics
development
The text and hundreds of figures are presented in full color
throughout the book. Programs are written in C++, C#, WPF, or
pseudocode-whichever language is most effective for a given
example. Source code and figures from the book, testbed programs,
and additional content will be available from the authors' website
(cgpp.net) or the publisher's website
(informit.com/title/9780321399526). Instructor resources will be
available from the publisher. The wealth of information in this
book makes it the essential resource for anyone working in or
studying any aspect of computer graphics.
|
|