2024-03-28T13:33:21Z
http://docs.lib.purdue.edu/do/oai/
oai:docs.lib.purdue.edu:techmasters-1011
2010-04-28T01:04:50Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
A Comparison of Peer Evaluation: The Evaluation App versus DeviantArt
Mccreight, Brian M
Using a causal comparative analysis approach, this study examines the use of a specifically designed peer evaluation Rich Internet Application (RIA) – The “Evaluation App” -- versus its Web application counterparts. Traditional peer evaluation Web applications are often overloaded with redundant and unnecessary features for reviewing and critiquing projects related to interactive media and applied computer graphics. With a decrease in interactivity, feature overload, and less targeted functionality, these kinds of Web applications tend to be less engaging for peer evaluation operations. This study attempts to examine the efficiency and practicality of RIAs used for the purpose of digital media critiques and evaluation.
Building on previous research in the areas of educational and interactive media, this thesis details an experimental study that compares a RIA specifically designed for use in educational peer evaluation with current digital technologies traditionally used to support the critiquing process.
2010-04-27T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/11
https://docs.lib.purdue.edu/context/techmasters/article/1011/viewcontent/McCreight_finalthesis.pdf
Purdue Polytechnic Masters Theses
Purdue University
peer evaluation
AIR
Adobe
RIA
rich internet applications
desktop application
HCI
human factors
usability
interface
cognitive load
oai:docs.lib.purdue.edu:techmasters-1012
2010-04-29T01:53:19Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
The Small and Medium Enterprise's Perspective of Product Data Management
Waldenmeyer, Karen
This study was conducted as a means to discover common traits associated with small and medium manufacturers, especially ones who have adopted product data management systems as a method to control engineering design and manufacturing data. After qualitative interviews with leading experts in the PDM field, a survey was developed and sent to small and medium manufacturers in the United States. The survey concludes a number of interesting statistics about the state of PDM usage within this segment of the industry, including general uses for engineering design systems, level of data exchange with customers and suppliers, and satisfaction levels with information querying, concurrent engineering contributions, and imposed restrictions. The study concludes that there are a few major factors that determine a company’s success with using design systems, including frequency of data exchange, data reuse, digital data formats used, and employee counts and locations.
2010-04-28T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/12
https://docs.lib.purdue.edu/context/techmasters/article/1012/viewcontent/Thesis_postdefense2_bb_etd1.pdf
Purdue Polytechnic Masters Theses
Purdue University
manufacturing
product data management
small medium business
indiana
product lifecycle management
PDM
PLM
engineering design
oai:docs.lib.purdue.edu:techmasters-1015
2010-04-30T13:34:37Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
An Examination of Social Presence in Video Conferencing vs. an Augmented Reality Conferencing Application
Faas, Travis B
This study focused on the implications of augmented reality videochat when used in an educational context. Traditional web conferencing systems are impaired by limitations that inhibit their use for education, primarily due to their difficulty in creating social presence. An augmented video chat system was created that allowed two users to interact with a three dimensional models displayed on top of paper markers called fiducials. This chat system was tested to ascertain if it was able to create more social presence than a traditional web conferencing system. The two systems were found to create similar amounts of social presence during use. Implications for educational use and future web conferencing systems are discussed.
2010-04-30T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/15
https://docs.lib.purdue.edu/context/techmasters/article/1015/viewcontent/thesis_finalEdits.pdf
Purdue Polytechnic Masters Theses
Purdue University
oai:docs.lib.purdue.edu:techmasters-1016
2010-04-30T17:20:07Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
Effects of Lighting Phenomena on Perceived Realism of Rendered Water-rich Virtual Environments
Bojrab, Micah L
This study investigates the effects of various common lighting phenomena on human perception found in water-rich virtual environments. The investigation uses a traditional Psychophysical Analysis (PPA) to examine viewer perception of these lighting phenomena as they relate to rendering cost and reveals common trends in perceptual value among the phenomena. The work includes the use of a web-based testing system, proposed for the first time in familiar literature. The system includes five scenes with eight common lighting variables. Every scene depicts a different water scenario, but each shows every lighting phenomenon. The animated videos are rated in order of realism while one lighting variable is changed. The results of this PPA are then compared against the individual cost of each lighting phenomenon and an overall value is derived.
The study shows there is a unique order of importance for lighting phenomena in water-rich virtual environments. The results of the PPA show trends in perceptual quality and that not all lighting phenomena are equal. The testing will also show the cost of each phenomenon is not equal. The study concludes with general guidelines while rendering water-rich scenes.
In future work this “order” can be used to reduce expensive rendering costs associated with these complex scenes with less expense to visual quality. A collective goal to this work and others is real-time interactive water with plausible or ultimately photorealistic results.
2010-04-30T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/16
https://docs.lib.purdue.edu/context/techmasters/article/1016/viewcontent/MBojrab_MasterThesis_v3.pdf
Purdue Polytechnic Masters Theses
Purdue University
Psychophysical
lighting
rendering
perception
HVS
phenomena
water
oai:docs.lib.purdue.edu:techmasters-1021
2010-06-03T22:32:10Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
Evaluating the Efficacy of Clustered Visualization in Exploratory Search Tasks
Kothari, Sarika S
Information visualization has the potential to improve the quality of Web search results representation providing more context and novel ways to see relationships among items in a result set. The key objective of this research was to evaluate the potential of graphical visualization for representation of Web search results especially for exploratory search tasks.
This is achieved by comparing the commonly used technique of ranked list representation of search results with the novel technique of representing these results using a cluster-based visualization technique. An experiment was designed in which participants performed Web searches for a set of predefined exploratory search scenarios. The number of links visited to complete each search task and the amount of time taken to complete the task was recorded. Participant feedback was collected to compare these two techniques. This information was then analyzed to evaluate efficiency of completing the search task, effectiveness at reaching the search goal, and user satisfaction with the two techniques. Important observations were made based on participant feedback on cluster-based visualization technique.
This research study demonstrates the potential of cluster-based visualization techniques for Web search results representation as a complementary tool to currently available techniques to improve user experience for exploratory search tasks.
2010-06-03T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/21
https://docs.lib.purdue.edu/context/techmasters/article/1021/viewcontent/Sarika_Thesis_Final_Copy.pdf
Purdue Polytechnic Masters Theses
Purdue University
clustered visualization
exploratory search tasks
oai:docs.lib.purdue.edu:techmasters-1022
2010-06-04T02:38:47Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
Data Structures And Techniques For Visualization Of Large Volumetric Carbon Dioxide Datasets In A Real Time Experience
Lambert, Jason B
This thesis covers new research into real-time rendering of volumetric carbon dioxide data collected in the Vulcan project. The Vulcan project, a multi-disciplinary initiative to quantify carbon dioxide mass flux from residential, commercial and industrial sources headed by Gurney et al ( Gurney, K. R., Mendoza, D. L., Zhou, Y., Fischer, M. L., Miller, C. C., Geethakumar, S., and de La Rue du Can, S. , 2009). The Vulcan datasets are a significant aid for policy makers, scientists and the general public alike as the collection was completed at a much finer space and time resolution than ever before.
A previous visualization attempt, completed in 2009 (Andrysco, Gurney, Benes, & Corbin, 2009) was able to visualize the data in an offline environment, noting constraints of data size and disk speed access as the most significant drawbacks for real-time visualization.
This thesis presents research towards a new real-time visualization suite in the areas of compression, data representation and simplification. The research hypothesizes that the use of these techniques will enable sufficient speed of rendering and loading to enable real-time data exploration.
The results show that a combination of techniques used in compression and the use of optimized indexed geometric structures allows the dataset to be explored and rendered in real time
2010-04-21T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/22
https://docs.lib.purdue.edu/context/techmasters/article/1022/viewcontent/Lambert_thesis_final_x.pdf
Purdue Polytechnic Masters Theses
Purdue University
Real
Time
Volume
Rendering
Point
Triangles
Carbon
Dioxide
oai:docs.lib.purdue.edu:techmasters-1023
2010-06-07T12:24:08Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
Large-Scale 3D Visualization of Doppler Reflectivity Data
Kristof, Peter
The super resolution NEXRAD Level II Doppler radar data provides critical information on reflectivity, wind velocity and spectrum width for the entire United States. The goal of this work is to develop a framework that enables multiple users to interactively access, analyze and visualize the Doppler reflectivity data in 3D to study near real-time weather events. To provide interactive high-quality volumetric weather visualization, we combined two approaches dealing with large-scale storage of global weather data and out-of-core volume rendering using CUDA ray casting. The results of our work show that the reflectivity data from multiple radars can be preprocessed into data format that is efficient for large-scale volumetric visualization of reflectivity data in near-real time and requires minimal run-time processing.
2010-04-27T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/23
https://docs.lib.purdue.edu/context/techmasters/article/1023/viewcontent/Kristof10_thesisETD.pdf
Purdue Polytechnic Masters Theses
Purdue University
Large-scale volumetric visualization
Doppler radar
3D reflectivity
oai:docs.lib.purdue.edu:techmasters-1024
2010-06-07T15:17:45Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
Full CUDA Implementation Of GPGPU Recursive Ray-Tracing
Britton, Andrew D
Pioneered by the works of Whitted and Appel, ray tracing has become a standard format for image rendering. Ray tracing is a very accurate mathematical calculation of light and color, but is a very slow process. The question becomes how can researchers combine the speed of GPU calculations with the rendering
quality of ray-tracing? The focus of this research is to solve this question. Our research will test the effectiveness of decreasing render times by mplementing a full GPGPU ray trace renderer with recursive ray casting.
The purpose of this study is to test the speed of brute force ray tracing calculation on the GPU versus the optimized ray tracing capabilities of a production quality renderer. Specifically, how much faster, if at all, can the GPU speed up rendering.
For this study the author created two renderers, a CPU renderer and a GPU renderer, written in C++ and CUDA respectively. The author written renderers are implemented without spatial partitioning or ray-object prediction algorithms. The rendering speed of the CPU, GPU and Mental Ray renderers were tested in two scene groups with the first group containing one scene and the second group containing three scenes. The first test scene contains a 5 sided box of 10 triangles and 48 spheres. The second group of scenes contains the same box of 10 triangles with an expanding set of objects. The first, second and third scenes contain 900, 10000 and 30000 objects, respectively. All renderers generated 25 frames per scene. The average time for renders was compared for each test. Each renderer was tested on multiple hardware devices.
The GPU renderer outperformed both the author written CPU renderer and the Mental Ray renderer in both tests. In the first test scene, the average render times for the GPU, CPU and Mental Ray renderers were 988.94, 75246.3, and 6007.067 milliseconds, respectively. For the second group of test scenes of 900, 10000 and 30000 objects the author written GPU renderer outperformed Mental Ray in speed of rendering. Due to the spatial partitioning algorithm in Mental Ray, the GPU renderer out performed by smaller amounts as the number of rendered objects increased. It is believed that at a large enough number of rendered objects the parallel nature of the GPU will fail in comparison to the spatial partitioning algorithms in Mental Ray.
2010-04-30T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/24
https://docs.lib.purdue.edu/context/techmasters/article/1024/viewcontent/ABritton_Thesis_Gold.pdf
Purdue Polytechnic Masters Theses
Purdue University
CUDA
RAY TRACING
GPGPU
oai:docs.lib.purdue.edu:techmasters-1025
2010-06-17T20:47:36Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
Evaluating User Modality Preference Effect On Cognitive Load In A Multimedia
Scott, Justin V
Meaningful learning is defined as a deep understanding of the material, which includes attending to important aspects of the presented material, mentally organizing it into a coherent cognitive structure, and integrating it with relevant existing knowledge (Mayer & Moreno, 2003). Mayer and Moreno (2003) defines multimedia learning as learning from words and pictures, and multimedia instruction as presenting words and pictures that are intended to foster learning. The emergence of numerous learning style models over the past 25 years has brought increasing attention to the idea that students learn in diverse ways and that one approach to teaching does not work for every student or even most students (Hawk & Shah, 2007). Various studies attempting to understand the relationship between personality and academic achievement have concluded that this relationship is moderated by both learning and teaching style (Furnham, 1992). The goal of this study is to analyze several methods of using words and pictures to effectively present information for meaningful learning.
2010-06-17T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/25
https://docs.lib.purdue.edu/context/techmasters/article/1025/viewcontent/FinalThesisJVScott.pdf
Purdue Polytechnic Masters Theses
Purdue University
multimedia
transfer and retention
memory
modality
cognitive load
oai:docs.lib.purdue.edu:techmasters-1030
2010-08-06T16:37:55Z
publication:cgt
publication:techmasters
publication:tech
publication:cgttheses
publication:techetds
A Study of the Effects of Immersion on Short-term Spatial Memory
Johnson, Eric A
Johnson, Eric Arthur. M.S., Purdue University, August, 2010. A Study of the Effects of Immersion on Short-term Spatial Memory. Major Professor: Nicoletta Adamo-Villani. The goal of the study was to determine whether the level of immersion of a virtual environment has a significant effect on the user’s short term spatial memory. Two previous virtual environment development projects are reviewed: the Muscatatuck Virtual Tour and the 21st Century World Future City (Adamo- Villani, et al. 2009, 2010)). These projects show the viability of producing a virtual environment and a partially immersive, low-cost virtual reality system ,i.e. a Fish- Tank system (The system was used for the purpose of the study). Previous research is analyzed to demonstrate the viability of using virtual reality as a testing tool for measuring the effects of immersion on cognitive processes. Results of the study show that there is a significant difference in spatial memory when the level of immersion changes.
2010-08-06T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/techmasters/30
https://docs.lib.purdue.edu/context/techmasters/article/1030/viewcontent/thesis.pdf
Purdue Polytechnic Masters Theses
Purdue University
Fish-tank
virtual reality
3d environments
real-time
3d for web
spatial memory
immersion
oai:docs.lib.purdue.edu:cgttheses-1000
2011-04-28T15:12:06Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
How do Millennial Engineering and Technology Students Experience Learning Through Traditional Teaching Methods Employed in the University Setting?
Howard, Elizabeth A
The purpose of the study was to document and analyze how Millennial engineering and technology students experience learning in large lecture classrooms. To help achieve this purpose, perceptions Millennials have toward traditional teaching methods employed in large lecture classes were analyzed and discussed. Additionally, this study documented how Millennials experienced technology within large lecture classrooms. A learning model depicting how Millennials experience learning within the large lecture classroom was created based on the results of this study. This model employed three separate tools utilized within the large lecture classroom. These tools: Lecture, Technology, and Homework, work together to synthesize learning for the students. The findings from this study were analyzed to help identify whether change is needed in the large lecture classroom structure. Recommendations based on the findings of this study were provided.
2011-05-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/1
https://docs.lib.purdue.edu/context/cgttheses/article/1000/viewcontent/How_Millennial_Engineering_and_Technology_Students_Experience_Learning_in_Large_Lecture_Classrooms.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Millennials
Learning
Technology
Techonology Education
Engineering Education
Civil Engineering
Construction Engineering and Management
Educational Psychology
Technology and Innovation
oai:docs.lib.purdue.edu:cgttheses-1001
2011-05-02T23:36:36Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Stereoscopic Visualization as a Tool For Learning Astronomy Concepts
Joseph, Norman M
Three-dimensional (3D) visualization is becoming an extensively used educational tool. 3D visualization tends to be most useful when demonstrating concepts involving the very large – such as astronomy, or the very small – such as nanotechnology. Stereo visualization allows students to familiarize and immerse themselves in worlds which are difficult or impossible to experience in real life. This study will evaluate the educational benefit of teaching lessons involving a highly spatially-oriented topic (astronomy) using stereoscopic visualization technology.
We have used a stereoscopic visualization system, installed in a classroom, to deploy 3D simulation packages for use in classroom instruction. This educational tool is currently being used for two descriptive astronomy courses in the Physics department, which involve visualization of the galaxies and the Solar System. These courses are taken by students from various departments.
This study used a 3D simulation software developed to view the local universe containing visualizations of the Local Group of galaxies and our Solar System, which was presented using stereographic projection. This interactive software allows the user to navigate through a simulation of the Local Group of galaxies, looking at various galaxies in the Group, navigating from one galaxy to another and measuring the distance between galaxies. The software also allows the user to navigate in a simulation of our Solar System and view the planets that revolve around the sun. The objects in this simulation are kept in relative scale to one another so that students can understand the large variation in sizes of objects found in the universe. The relative scale also allows students to increase their perception of the velocity required to travel the distance between two objects, two planets or even two galaxies.
After conducting the study with 153 students, the data analysis revealed that both the simulation software presented using a two-dimensional perspective and the simulation software presented using the stereoscopic projection system while wearing 3D glasses helped the students learn more compared to the traditionally used PowerPoint presentation. For the current classroom setting, however, the simulation software that was presented using a two-dimensional perspective and the simulation software that was presented using the stereoscopic projection system while wearing 3D glasses were not found to have a significant difference in the amount of information learnt by the students.
2011-04-25T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/4
https://docs.lib.purdue.edu/context/cgttheses/article/1001/viewcontent/Norman_Joseph_Thesis_with_Revisions_25th_April_2011.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
3D Visualization
Dynamic Spatial Simulation
Dynamic Spatial Simulation - Stereo
Immersive visualization environment
Scientific visualization
Stereoscopic projection system
Static Information Presentation
Virtual Reality
Astrophysics and Astronomy
Curriculum and Instruction
Education
oai:docs.lib.purdue.edu:cgttheses-1002
2011-05-04T18:21:23Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Comparisons Between Educational Map Software Displaying Soil Data
Kocur, Laura A.
The use of technology in the classroom is becoming more widespread, and the area of agronomy is no different. Utilization of various mapping technology is more common in instructional components in the classroom, although the impacts of software usability have not yet been explored. Maps available over the Internet are identified as an area in which usability is not known, nor are there any fixed standards or conventions to govern the display of them. The recently developed mapping prototype is intended to increase accessibility to map data used in class, as well as make it easier to use the data. A comparison between this prototype and other established map software was conducted to determine the relative usability and the differences between the compared software. The findings of this study indicate the prototype yielded a higher rate of correct response. Also, the simpler interface of the prototype was preferred by students while answering content-related questions.
2011-01-01T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/3
https://docs.lib.purdue.edu/context/cgttheses/article/1002/viewcontent/KocurFinalForDeposit_3.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
GIS
usability
mapping software
Agriculture
Instructional Media Design
Technology and Innovation
oai:docs.lib.purdue.edu:cgttheses-1003
2011-05-05T00:16:10Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Visual Learning Styles Among Digital Natives
Palmer, Eric
This study explored the concept of digital nativity and its educational implications, including application of the learning styles hypothesis. The concept of digital natives, first put forth by Marc Prensky, introduced the notion that individuals raised in a technological environment have developed in such a way as to utilize information differently than the non-native generations before them. This study examined the possibility that these differences may include an increased efficiency in the utilization of narrative imagery versus textual information. The potential benefit of utilizing narrative imagery as an instructional tool is discussed. An experimental test application was developed for the purpose of identifying any relevant learning trends among the digital native subject pool tested in this study. The results of this experiment were statistically analyzed to reveal the significance of the research. This analysis suggested a possible trend toward multimodal learning styles in the subject pool as well as indicating that digital natives may in fact utilize visual information more efficiently than textual information, reducing the training time requirement by nearly half.
2011-01-01T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/2
https://docs.lib.purdue.edu/context/cgttheses/article/1003/viewcontent/Palmer_Thesis_deposit.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
educational psychology
digital native
learning style
education technology
Educational Psychology
Graphics and Human Computer Interfaces
oai:docs.lib.purdue.edu:cgttheses-1004
2011-05-07T17:34:37Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
GPU-Based Global Illumination Using Lightcuts
Zhang, Tong
Global Illumination aims to generate high quality images. But due to its highrequirements, it is usually quite slow. Research documented in this thesis wasintended to offer a hardware and software combined acceleration solution toglobal illumination. The GPU (using CUDA) was the hardware part of the wholemethod that applied parallelism to increase performance; the “Lightcuts”algorithm proposed by Walter (2005) at SIGGRAPH 2005 acted as the softwaremethod. As the results demonstrated in this thesis, this combined method offersa satisfactory performance boost effect for relatively complex scenes.
2011-04-25T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/5
https://docs.lib.purdue.edu/context/cgttheses/article/1004/viewcontent/Thesis_Tong_Zhang___final___April_25.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
GPU Global Illumination Lightcuts Performance
Other Computer Engineering
oai:docs.lib.purdue.edu:cgttheses-1005
2011-05-25T13:18:07Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Adopting Game Technology for Architectural Visualization
Schroeder, Scott A.
Current methods to display a new home in the architectural visualization industry involve long render times and hundreds of frames that require rendering. Many times, these virtual tours that are produced are slow, methodical, and limit the viewer's perspective of the home. This research looks into using computer game engines to display the virtual tour in real time, thus removing the long render time requirements and limited viewer perspective.
2011-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/6
https://docs.lib.purdue.edu/context/cgttheses/article/1005/viewcontent/fulltext.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
arch viz
udk
unity
unreal
game engines
Interior Architecture
Other Architecture
oai:docs.lib.purdue.edu:cgttheses-1006
2011-05-25T13:22:44Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Using A Serious Game To Motivate High School Students To Want To Learn About History
Petkov, Marin M.
Serious games are games, whose primary goal is not entertainment, but insteadeducation (Michael & Chen, 2005). They have the capability of presenting theeducational material into a way that is more engaging than traditional classroominstruction. The researcher has decided to develop a serious game calledNational Pastime. National Pastime is an online role playing game with the maingoal of motivating high school students to learn about the Japanese internmentcamps that were established in the United States during World War II. The gameintends to improve the students’ motivation with its engaging story and gameplay.
2011-04-22T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/7
https://docs.lib.purdue.edu/context/cgttheses/article/1006/viewcontent/petkov.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Instructional Media Design
oai:docs.lib.purdue.edu:cgttheses-1007
2011-11-17T21:04:05Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
WHAT IS THE EFFECT OF REAL VERSUS AUGMENTED MODELS FOR THE ADVANCEMENT OF SPATIAL ABILITY BASED ON HAPTIC OR VISUAL LEARNING STYLE OF ENTRY-LEVEL ENGINEERING GRAPHICS STUDENTS?
Huffman, Katie L
This research study conducted during the Fall Semester of 2011 at Purdue University compared the use of augmented reality and real blocks instructional methods, for advancing spatial abilities in students of different learning styles (visual/haptic). This study implemented augmented reality and real models as visualization aids for first year engineering students enrolled in an entry level engineering graphics course. This thesis presents the significance of this research study, the research methodology, and the statistical findings. The results of the study conclude that there is no significant interaction between learning style of visual or haptic and instructional method of augmented reality or real blocks. This result infers that either instructional method would aid students in advancing visualization skills equally. This thesis suggests future studies and applications for the integration of both augmented and real models as visualization aids to advance the spatial abilities of introductory engineering students.
2011-01-01T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/8
https://docs.lib.purdue.edu/context/cgttheses/article/1007/viewcontent/KHuffman_THESIS_FINAL_electronic_deposit.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
spatial ability
engineering graphics
haptic
visual
augmented reality
oai:docs.lib.purdue.edu:cgttheses-1008
2011-12-09T18:28:55Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Recruiting for Higher Education: The Roles that Print, Web, and Social Media Play in the Decision Process for Prospective Students
Karcher, Brandon X
Recruiting in higher education is a process that has been an evolving process since it first began. The most traditional methods for recruiting have been through print, web, and campus visits. However, with new social media like Facebook, Twitter, and other services, many universities have adopted the new media for recruiting purposes. Social media, coupled with a more technologically adept population of prospective students forces universities and colleges to look at an increasing number of mediums for recruiting. There is a lack of literature that documents the usefulness of the newer social media outlets. This study was designed to determine how effective different media (print, web, and social media) is in recruiting prospective students, and also to determine who influenced the students in the decision making process. For this research, first semester freshmen in the College of Technology at Purdue University were surveyed to determine how print, web, and social media is perceived by students. This paper will detail the results of the web survey conducted in the Spring of 2011.
2011-12-08T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/9
https://docs.lib.purdue.edu/context/cgttheses/article/1008/viewcontent/Thesis_PUBLISH.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Advertising and Promotion Management
Communication Technology and New Media
Marketing
oai:docs.lib.purdue.edu:cgttheses-1009
2012-04-06T18:55:42Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
An Analysis of Step, Jt, and Pdf Format Translation Between Constraint-based Cad Systems with a Benchmark Model
McKenzie-Veal, Dillon
This research was conducted to provide greater depth into the ability of STEP AP 203 Edition 2, JT, and 3D PDF to translate and preserve information while using a benchmark model. The benchmark model was designed based on four industry models and created natively in the five industry leading 3D CAD programs. The native CAD program models were translated using STEP, JT, and 3D PDF. Several criteria were analyzed along the paths of translation from one disparate CAD program to another. Along with the analysis of the three interoperable file formats a survey was conducted to determine how well the benchmark model captures what is used in industry and whether a benchmark model could be used for an industry or company. Several industry experts participated in the survey to determine what important criteria does a potential benchmark model need to capture. The conclusions of the research show that neither interoperable file format out-performs the other for a majority of the analysis criteria. The survey suggests that a benchmark model could be used in an industry or company and the general structure of this benchmark.
2012-01-01T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/14
https://docs.lib.purdue.edu/context/cgttheses/article/1009/viewcontent/AN_ANALYSIS_OF_STEP__JT__AND_PDF_TRANSLATION_BETWEEN_CONSTRAINT_BASED_CAD_SYSTEMS_WITH_A_BENCHMARK_MODEL.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
PLM
CAD
JT
STEP
PDF
Interoperability
Digital Communications and Networking
oai:docs.lib.purdue.edu:cgttheses-1010
2012-10-16T18:12:22Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
EFFECTS OF AUGMENTED REALITY PRESENTATIONS ON CONSUMER'S VISUAL PERCEPTION OF FLOOR PLANS
Lutheran, April L
Home architects and designers use many types of presentation drawings to convey design ideas. Augmented reality is a relatively new technology that can be used to aid in design and marketing for residential builders. An augmented reality presentation provides a more complete idea of a design than other presentations such as 3D model renderings and hand drawn artist sketches. While designers are accustomed to visualizing 2D plans, this task is difficult for home buyers. This difficulty has been associated with lower spatial ability in people who are not accustomed to reviewing plans. Augmented reality can be used to make visualization easier and help developers save on marketing expenses. The use of augmented reality could lower sales and marketing expense by reducing the number of model homes built to help potential buyers visualize new concepts. While this technology has been studied by many industries, very little research has been done on how it could benefit residential builders. The research conducted in this study sets a baseline of consumers opinions on viewing and augmented reality presentation.
2012-04-06T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/15
https://docs.lib.purdue.edu/context/cgttheses/article/1010/viewcontent/April_Lutheran_Thesis.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Graphic Design
Other Architecture
oai:docs.lib.purdue.edu:cgttheses-1012
2012-04-26T21:44:42Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Social Media Marketing in a Small Business: A Case Study
Cox, Sarah
In today’s social media driven environment, it is essential that small businesses understand Facebook, Twitter, and the strategies behind using social media for growing their business. Unfortunately, many small businesses do not have a strategy when they begin using social media. The purpose of this study is to understand how the owner of a small business, recognized for using social media to grow the business, uses social media to engage consumers. A case study is presented, followed by an in-depth interview with the small business owner, and accompanied by an analysis of the business’s Facebook and Twitter posts. The results of the case study reveal the different strategies the owner uses to build and maintain relationships with consumers. The study concludes with a discussion of the lessons learned from the research: networking and creating relationships with other businesses, increases brand exposure; focusing more on relationships than sales, increases sales; interesting content promotes interaction; and one main barrier to entry is a learning curve.
2012-01-01T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/16
https://docs.lib.purdue.edu/context/cgttheses/article/1012/viewcontent/CoxSarahThesisRevision.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
oai:docs.lib.purdue.edu:cgttheses-1013
2012-04-30T14:00:02Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
The Effects of Microblogging in the Classroom on Communication
Vernacchia, Alex
2012-04-27T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/13
https://docs.lib.purdue.edu/context/cgttheses/article/1013/viewcontent/Vernacchia_Thesis_May_2012.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
twitter
microblogging
communication
higher education
oai:docs.lib.purdue.edu:cgttheses-1014
2012-04-30T19:12:40Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Towards the Development of Cost Metrics for Inadequate Interoperability
Sigo, Kyle L
This study was conducted in order to validate a set of interoperability cost metrics that were designed and developed to assess the impacts of inadequate interoperability with regard to the exchange of CAD data in product development organizations in the aerospace and automotive industries. A set of surveys, designed to target the specific cost factors of the various components of inadequate interoperability, were developed and sent to individuals in the aerospace and automotive sectors. The survey responses shed light on the magnitude of the costs that product development organizations in the aerospace and automotive industries incur in pursuit of interoperability and as a result of inadequate interoperability with regard to data exchange. The study concludes with an analysis of the inadequate interoperability costs incurred in the aerospace and automotive industries. This research is not intended to identify the solution to inadequate interoperability, but instead to provide the tools to assess and quantify the impacts in order to build awareness of the problem and, ultimately, support for a standardized solution.
2012-04-30T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/10
https://docs.lib.purdue.edu/context/cgttheses/article/1014/viewcontent/Sigo_Final_Thesis.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Interoperability
Cost
Metrics
PLM
CAD
Aerospace
Automotive
oai:docs.lib.purdue.edu:cgttheses-1015
2012-05-01T17:57:14Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Research on the Relationship between Story and the Popularity of Animated Movies
Wang, Meng
Over the past ten years, animated films have become increasingly more important to the movie industry. Their increasing popularity is evident when looking at box office hits like Shrek, Kongfu Panda, and Iceage, to name a few.
No one will deny that some animated movies are more attractive to audiences than others. Previous studies show that a film’s story is the decisive factor that makes a film a success or a flop. The story plays a central role in bringing in an audience and thus determing a film’s critical acclaim and financial success. The story concept ties together various elements that are all closely related and together contribute to the overall effect of an animated film. This research aims to explore the relationship between an animated film’s story and its popularity in order to better understand what makes a successful film as well as provide a useful reference for animation studios as they are deciding whether or not to pursue a certain script.
2012-04-10T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/12
https://docs.lib.purdue.edu/context/cgttheses/article/1015/viewcontent/ETD_Meng_Wang.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Animated movie
Story
Popularity
Film and Media Studies
oai:docs.lib.purdue.edu:cgttheses-1016
2012-05-02T17:26:26Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Defining Industry Expectations and Misconceptions of Art and Technology Co-Creativity
Brasfield, Vanessa C
The primary purpose of this study was to establish whether or not students and industry professionals share the same views about what students should be learning in animation education, what skills are necessary, and whether or not students graduating with a bachelor’s degree would be adequately prepared for an entry level position. To establish where misconceptions lie, surveys were issued to three groups: undergraduate students, post-graduate students, and industry professionals. These surveys were then analyzed using paired t-test for validation and question relevance, and ANOVA models to establish whether or not groups shared viewpoints. These data established significance within the results such that there were many misconceptions that exist between all three groups, with a secondary effect showing that overall, many are dissatisfied with animation education’s lack of co-creativity. These data suggest that views are drastically different, and that changes should be made to the animation curricula in order to remove misconceptions that do exist. Suggestions and future work better discuss ways to achieve agreement and satisfaction across all groups.
2012-04-20T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/20
https://docs.lib.purdue.edu/context/cgttheses/article/1016/viewcontent/Vanessa_Brasfield_Thesis.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
animation education
co-creativity
animation curricula
art and technology
Art Practice
Interdisciplinary Arts and Media
Other Engineering
Visual Studies
oai:docs.lib.purdue.edu:cgttheses-1017
2012-05-02T18:13:47Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
DEFINING INDUSTRY EXPECTATIONS AND MISCONCEPTIONS OF ART AND TECHNOLOGY CO-CREATIVITY
Brasfield, Vanessa C
The primary purpose of this study was to establish whether or not students and industry professionals share the same views about what students should be learning in animation education, what skills are necessary, and whether or not students graduating with a bachelor’s degree would be adequately prepared for an entry level position. To establish where misconceptions lie, surveys were issued to three groups: undergraduate students, post-graduate students, and industry professionals. These surveys were then analyzed using paired t-test for validation and question relevance, and ANOVA models to establish whether or not groups shared viewpoints. These data established significance within the results such that there were many misconceptions that exist between all three groups, with a secondary effect showing that overall, many are dissatisfied with animation education’s lack of co-creativity. These data suggest that views are drastically different, and that changes should be made to the animation curricula in order to remove misconceptions that do exist. Suggestions and future work better discuss ways to achieve agreement and satisfaction across all groups
2012-04-20T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/17
https://docs.lib.purdue.edu/context/cgttheses/article/1017/viewcontent/Vanessa.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
art education
animation
interdisciplinary education
curricula studies
Art Education
Art Practice
Curriculum and Instruction
Curriculum and Social Inquiry
Interdisciplinary Arts and Media
Other Computer Sciences
oai:docs.lib.purdue.edu:cgttheses-1018
2012-07-26T01:52:06Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
User Assisted Tree Reconstruction from Point Clouds
Leavenworth, William P, II
LIDAR is a useful tool for quickly digitalizing real world objects, but it usually takes some effort to produce a recognizable object from the raw input. When the object is a tree, the challenge is to create a three‐dimensional model that represents its general shape, while avoiding the influence of undersampling and noise. In the method developed for this research, the user creates a sketch overlaying a display of the raw input data. Each node in the sketch creates an estimated slice of the tree skeleton at that point, and the slices are connected according to the connectivity of the sketch. Both user‐guided and automated sketches are tested. Analysis is performed by simulating the LIDAR scan process on pre‐existing three‐dimensional tree models, and then comparing the surface of the reconstruction to that of the original. The results of the method are presented on scans of both synthetic and real trees. It is shown that the output meshes follow the general shapes of the trees, although the influence of undersampling and noise can still be found.
2012-07-24T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/11
https://docs.lib.purdue.edu/context/cgttheses/article/1018/viewcontent/thesis_etd.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
lidar tree sketching ransac hausdorff reconstruction
Graphics and Human Computer Interfaces
oai:docs.lib.purdue.edu:cgttheses-1019
2013-08-13T01:30:48Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
UNDERSTANDING VERIFICATION AND VALIDATION OF PRODUCT MODEL DATA IN INDUSTRY
Gerace, Joseph
This study was conducted to take an in depth look at the verification and validation of product model data in industry. The ultimate goal was to find any relationships between company demographics and choice of verification and validation processes. A pilot survey on data retention directed the research to focus on this subject. The verification and validation survey collected data from respondents who used 3D models as a basis for their products and asked questions about their company’s process for verification and validation. The research attempts to demonstrate possible associations between demographics and verification and validation processes by comparing the data gathered from demographic questions and verification and validation process questions. This research did not attempt to find any new or improved processes for verification and validation instead intending to provide companies with as much information about the decisions to implement these processes as possible.
2013-07-24T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/18
https://docs.lib.purdue.edu/context/cgttheses/article/1019/viewcontent/Gerace_Final_Thesis.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Verification
Validation
LOTAR
MBD
oai:docs.lib.purdue.edu:cgttheses-1021
2013-08-19T20:34:38Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Investigating the Effect Specific Credits of the LEED Rating System have on the Energy Performance of an Existing Building
Fosu, Richelle
Throughout this thesis the potential financial and energy usage impact an upgrade to green building standards would have on an antiquated building has been analyzed. The extent of the implementation of specific LEED rating system credits that relate directly or indirectly to the energy consumption of a building have been demonstrated, through the means of several simulations using Revit, eQuest, Ecotect and Vasari simulation tools. This thesis also attempted to provide a clear understanding and overview of the plausibility of the suggested upgrades to be made, with regards to financial investment required for such upgrades, by using simple payback calculations to determine the length of time it would take for such upgrades to pay off.
2013-05-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/21
https://docs.lib.purdue.edu/context/cgttheses/article/1021/viewcontent/Richelle_ETDForm9.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Architectural Engineering
Architectural Technology
oai:docs.lib.purdue.edu:cgttheses-1022
2013-08-21T16:33:55Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
An Examination of Presentation Strategies for Textual Data in Augmented Reality
Kitkhachonkunlaphat, Kanrawi
Videos with embedded text have been widely used in the past and the text in the videos usually contained valuable information. However, it was difficult for people to fully understand the text in videos displayed on smartphones due to obstructions such as color conflicts between letters and the moving background. Adjustments to texts that would support the human visual system, such as changes to brightness and color contrast, increased legibility of text, and taking into account the phantom illumination (PI) illusion (the optical illusion that increases the perception of brightness in a certain area), should be able to improve peoples’ ability to read text in augmented reality (AR) applications on smartphones. The researcher created a text presentation style implementing the PI illusion, using solid white text on a 50% transparent black billboard with a black-white shading PI illusion at the internal edge. An experiment was conducted to verify whether the text presentation style could improve reading performance. The experiment showed that the PI illusion was unable to improve legibility of text in AR applications on smartphones. However, the data suggested that, in some cases, certain participants, especially from some specific major groups, have difficulties text reading when the text is presented using the standard text presentation style without the enhancement of the PI illusion.
2013-05-10T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/22
https://docs.lib.purdue.edu/context/cgttheses/article/1022/viewcontent/KK_FinalDeposit.pdf
https://docs.lib.purdue.edu/context/cgttheses/article/1022/filename/0/type/additional/viewcontent/ReprintPermission.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Visual Illusion
Visual Perception
Human Visual Perception
Augmented Reality
Text
Textual Data
Presentation Strategies
Graphics and Human Computer Interfaces
oai:docs.lib.purdue.edu:cgttheses-1023
2013-09-05T21:13:42Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Incorporating Reverse Engineering Methodology into Engineering Curricula
Wanamaker, Trevor
Wanamaker, Trevor W., M.S., Purdue University, May 2012. Incorporating Reverse Engineering Methodology into Engineering Curricula. Major Professor: Craig L. Miller.
Using a qualitative research approach, this study investigated the thoughts and feelings of students regarding the question, “what factors need to be considered when Reverse Engineering (RE) methodology is incorporated into engineering curricula?” The participants in the study were from the Introduction to Graphics for Manufacturing course at the West Lafayette campus of Purdue University. An RE survey was given to the all students enrolled in the course and 10 select students were given the opportunity to use a 3D handheld scanner in a hands-on learning exercise. Each of the 10 students underwent two interviews with questions pertaining to the study, the course, the technology, and the factors they felt were important to RE. The instructor for the course and an industry professional were interviewed to support the data gathered from the student interviews. The outcome of the study was a list of factors that students, the instructor, and the industry professional felt were important to RE implementation. This study provides information important to implementing RE into engineering curricula and suggestions for future research in the field of RE.
2012-03-17T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/23
https://docs.lib.purdue.edu/context/cgttheses/article/1023/viewcontent/Wanamaker_Thesis.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
reverse engineering
CAD
engineering
3D modeling
3D scanning
oai:docs.lib.purdue.edu:cgttheses-1024
2013-09-09T14:11:16Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
The Effect of Supplemental Pictorial Freehand Sketches on the Construction of CAD Models
Nizovtseva, Maria
This study explored the effect of pictorial freehand sketches on CAD model building for first and second year engineering students. Thirty one students from CGT 163 Graphical Communication and Spatial Analysis course at Purdue University completed the study. Subjects were divided into two groups, one of which was required to use pictorial freehand sketches in the visualization process while the other one was not. Subjects were provided real models of physical objects of different complexity and were asked to model a part that would fit in the original one to form a rectangular prism. Outcomes were then analyzed in terms of time spent on the task, number of steps used during the process, and accuracy of the resulting model. In addition, subjects’ scores from the Purdue Spatial Visualization Test (PSVT) were recorded and used in the study as a measure of visual ability. The results showed no statistically significant effect of sketching on the construction of CAD models. At this point, we are not ready to conclude that pictorial freehand sketching directly affects CAD model construction. Subjects’ visual abilities, on the other hand, had a significant effect on model building.
2012-11-28T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/24
https://docs.lib.purdue.edu/context/cgttheses/article/1024/viewcontent/Thesis_Nizovtseva_Maria.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
oai:docs.lib.purdue.edu:cgttheses-1025
2013-09-10T22:13:29Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
The Effects Of Parallax Scrolling On User Experience And Preference In Web Design
Frederick, Dede M
Parallax scrolling is becoming an increasingly popular strategy in web design. In addition to its ability to engage users with a website, advocates of the technique argue that it also improves the overall user experience. This study was therefore conducted to investigate whether parallax scrolling can support these claims.
Researchers have attributed a pleasurable user experience to the fulfillment of the following variables: usability, satisfaction, enjoyment, fun and visual appeal. The goal of this study was to establish whether or not parallax scrolling can influence these variables and subsequently the user experience.
Eighty six individuals were randomly selected and assigned to one of two experimental groups. Participants from each group completed three tasks on one of two websites, which were identical in all respects except for scrolling effects. While group 1 interacted with a website utilizing the parallax scrolling effect, group 2 saw a website not using the effect. All participants completed a survey after completing their tasks.
A Mann-Whitney test was performed to compare participants’ survey responses with respect to the five measured variables. However, it failed to return any significant differences between the groups, except for ‘fun’. The finding revealed that although parallax scrolling enhanced certain aspects of the user experience, it did not necessarily improve the overall user experience.
2013-04-18T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/27
https://docs.lib.purdue.edu/context/cgttheses/article/1025/viewcontent/Thesis__4.18.2013_.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
website design
website aesthetics
usability
aesthetics
parallax scrolling
user experience
visual appeal
website novelty
website preference
Science and Technology Studies
oai:docs.lib.purdue.edu:cgttheses-1026
2013-09-11T03:35:44Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Sketching 3D Animation
Yoo, Innfarn
This thesis presents a method for creating natural 3D animation based on sketches. Our method provides novice and professional sketchers an easy, fast, and intuitive way to create three dimensional animations by drawing sketches, enhanced by strokes, and joint trajectory or rotation curves. It also allows searching massive databases of 3D animation as an application for motion capture system and major animation software. We extract 2D skeletons from strokes and find similar motion sequences by comparing all the important pre-generated key poses in database. To give the system more hints, users can draw joint trajectory and rotations curves that are similar to traditional motion sketches. The curves will be compared with the motion sequences that are found. The system supports graphical interfaces that are able to select the motion sequence candidates, to allow for changes in the range of the motion sequence, and to merge the final animation. The proposed system gives a solution for creating natural 3D motions from simple 2D sketches.
2012-04-12T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/25
https://docs.lib.purdue.edu/context/cgttheses/article/1026/viewcontent/thesis.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Other Computer Engineering
oai:docs.lib.purdue.edu:cgttheses-1027
2013-09-11T18:58:21Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
MULTIFUNCTIONAL FURNITURE FOR UNDERPRIVILEGED COMMUNITIES: A MILESTONE IN SUSTAINABLE DEVELOPMENT
Nasser, Farah
Overcrowded living space is a contributing factor to the social and economic problems in impoverished areas such as Jabal Al-Natheef refugee camp in Jordan. Addressing such a convoluted problem requires long-term planning and availability of resources. However, initiation of small projects to target pain points, employing technologies such as Building Information Modeling (BIM) to design solutions, and empowering the people to implement them could alleviate the impact of poverty. Giving the stakeholders the ability to build and reproduce the designed solutions will help communities grow by allowing individuals to provide for themselves. This will also create jobs and sets the stage for sustainable development. This project is based on a field study initiated by Purdue University Global Engineering Program in collaboration with the School of Technology. This project illustrates the need and capability of multifunctional furniture design features in order to maximize space usage and improve the livelihood conditions of people living in underprivileged communities. The author designed a furniture piece which serves as a tabular unit, storage and seating units, as well as sleeping units based on the need and xiii time of day. The design criteria should achieve easy-to-implement and aesthetically pleasing modular pieces of furniture. To facilitate a manufacturing process led by the locals, furniture design specifications, prototype diagrams, and clear graphics were produced. Options for raw material were described based on market availability and source of imported wood. Moreover, a potential forestation program that takes advantage of the fast growing poplar trees was examined to create a local timber industry in the long-term. The designs addressed common requirements of many families who had been interviewed in Jabal Al-Natheef. Floor plans of six of these families’ homes were presented with 3-D rendering perspectives using AutoCAD, Google Sketchup, and Revit modeling software. This thesis addressed one specific problem in the overcrowded and poorly facilitated environment of Jabal Al-Natheef; however, there were many other challenges that required urgent attention. Hence, there was room for many more similar efforts as per the recommendations for further studies and future research projects.
2013-01-01T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/26
https://docs.lib.purdue.edu/context/cgttheses/article/1027/viewcontent/Farah_Nasser_MS_Thesis.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Multifunctional Furniture
Underprivileged Communities
Interior Design
Building Informational Modeling
oai:docs.lib.purdue.edu:cgttheses-1028
2013-09-15T22:26:24Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
CORRELATING THE PURDUE SPATIAL VISUALIZATION TEST WITH THE WONDERLIC PERSONNEL TEST FOR AMERICAN FOOTBALL PLAYERS
Sukumar, Karthik
This research study aims to find the relationship between the scores for the Purdue Spatial Visualization test (PSVT) and the Wonderlic Personnel test (WPT) for American collegiate football players. Fifty-five collegiate football players took part in the study by attempting the PSVT and the WPT. The scores on these tests were compared to find if there existed a correlation between the scores on both these tests. The results showed that the scores on both these tests had a significant correlation with respect to each other. But, the group that took the WPT before the PSVT showed a lower correlation between the scores. It was also observed that the age of the participants had a low/negative correlation to the scores on both the PSVT and the WPT, which can be a important topic of future research. The study proposes a more dynamic visualization measurement, which will be able to help scouts and coaches predict performance of athletes over a period of time.
2013-09-15T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/29
https://docs.lib.purdue.edu/context/cgttheses/article/1028/viewcontent/Sukumar_THESIS.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
#AmericanFootball #SpatialVisualization #MentalImagery #visualization #wonderlic #testing #sportsanalytics #sportspsychology #cognition
Cognition and Perception
Cognitive Psychology
Sports Studies
oai:docs.lib.purdue.edu:cgttheses-1029
2013-09-16T01:00:37Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
A Study Of The Effects Of Computer Animated Character Body Style On Perception Of Facial Expression
Cissell, Katherine
This study examined if there is a difference in viewer perception of computer animated character facial expressions based on character body style, specifically, realistic and stylized character body styles. Participants viewed twenty clips of computer animated characters expressing one of five emotions: sadness, happiness, anger, surprise and fear. They then named the emotion and rated the sincerity, intensity, and typicality of each clip. The results indicated that for recognition, participants were more slightly more likely to recognize a stylized character although it was not a significant difference. Stylized characters were on average rated higher for sincerity and intensity and realistic characters were on average rated higher for typicality. A significant difference in ratings was shown with fear (within sincerity and typicality) having realistic characters rated higher, happiness (within sincerity and intensity) having stylized characters rated higher and stylized being rated higher once for anger (stylized) and realistic (typicality) being rated once for anger. Other differences were also noted within the dependent variables. Based on the data collected in this study, overall there was not a significant difference in participant ratings between the two character styles.
2013-08-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/28
https://docs.lib.purdue.edu/context/cgttheses/article/1029/viewcontent/cissell700.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Computer animation
realistic
stylized
computer animated character
perception
character body style
oai:docs.lib.purdue.edu:cgttheses-1030
2013-09-27T17:32:00Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
Pilot Study of a Kinect-Based Video Game to Improve Physical Therapy Treatment
Brown, Jacob Samuel
Burnie is an exergame being developed at Purdue University and is used in this study. Burnie was developed using the Unity3D engine and OpenNI to interface with the Xbox Kinect. This study looked at how gesture intensity affected perceived enjoyment and perceived fatigue of the game. The results of the study could not reject the null hypothesis. Gesture intensity does not have a significant relationship to perceived enjoyment and perceived fatigue. This result means that future studies can alter the gesture intensity of the game Burnie without adversely affecting the player’s enjoyment and fatigue levels.
2013-01-01T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/30
https://docs.lib.purdue.edu/context/cgttheses/article/1030/viewcontent/JacobBrownThesis.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
physical
therapy
kinect
video
game
Game Design
Therapeutics
oai:docs.lib.purdue.edu:cgttheses-1031
2014-03-04T16:33:14Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
IMPACT OF GRAPHICAL FIDELITY ON A PLAYER’S EMOTIONAL RESPONSE IN VIDEO GAMES
Ocasio De Jesus, Vivianette
Higher quality computer graphics in the areas of virtual reality and games is generally assumed to create a more immersive experience for the end user. This assumption was examined by testing to what degree graphical fidelity was associated with physiological arousal as measured by a galvanic skin response (GSR) sensor. Thirty-six subjects played two different video games, Crysis and Dead Space, at the highest and lowest graphical quality settings while their GSR activity was measured. No significant difference in GSR was observed as associated with graphical quality. However, when asked how the user would rate graphical fidelity usage in Dead Space, the ANOVA result suggests there is a statistical difference. The findings of this study suggest that graphical fidelity is an important factor in survival-horror shooters however there is not enough evidence to support any claims that it is the definitive factor for creating greater emotional response in the games that were tested. Overall, it was concluded that, for video games in which a strong emotional response is desired, development focus only upon increased graphical quality alone, is not likely to lead to a noticeable physiological arousal response in the player.
2013-07-02T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/31
https://docs.lib.purdue.edu/context/cgttheses/article/1031/viewcontent/Thesis__Form9andETD.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Game Research
Graphical Fidelity
Immersion
Player Psychology
Games
Human Perception
GSR
Emotional Response
Galvanic Skin Response
Social and Behavioral Sciences
oai:docs.lib.purdue.edu:open_access_theses-1175
2015-09-03T14:28:33Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
PERCEPTIONS AND EXPECTATIONS ABOUT THE USE OF SOCIAL MEDIA TO RAISE SITUATIONAL AWARENESS IN EMERGENCY EVENTS
Bukhari, Israa
Social media transformed the process of crisis communication. This technology enables the user to communicate with emergency officials as well as the whole virtual world in a click of a button. The emergence of social media in emergency management and its role in raising situational awareness is growing tremendously, making it important for emergency officials to better understand the users' needs and perceptions.
This study's goal is to gain a better understanding of the expectations and perceptions that Purdue associates have regarding the use of social media as it relates to emergencies. The set of interviews conducted in this study provided several insights into the research question as well as direct implications for Purdue emergency officials who seek to utilize social media during emergencies. The findings of this study indicated that there are three main factors that influence the user's decision to resort to social media, which are proximity, severity, and the number of people affected by the emergency. The research findings also demonstrated that people resort to social media during times of need to cope, reach a large crowd, to gain information from unfiltered points of view, and for guidance and direction. Moreover, depending on the type of emergency, users pull or push information, as well as cross check information with other sources.
2014-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/159
https://docs.lib.purdue.edu/context/open_access_theses/article/1175/viewcontent/Bukhari.pdf
Open Access Theses
Purdue University
Social sciences
Communication and the arts
Psychology
Emergency management
Situational awareness
Social media
Social Psychology
oai:docs.lib.purdue.edu:open_access_theses-1208
2015-09-09T19:24:43Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
USABILITY TESTING OF THE M.A.E.G.U.S. SERIOUS GAME
He, James
Interpreting raw data in serious games and simulations can be a time consuming and uninteresting task without visualizations. This study proposes one possible solution for an interface that incorporates data visualizations for Whittinghill and Nataraja's (2013) MAEGUS simulation, a serious game used to increase the retention of wind energy and solar energy concepts in students, while still being fun. After the interface was designed and developed, a think aloud usability test was conducted to answer the following research questions: how do students use a series of information visualizations to operate a multi-variate game-based simulation and what are some the usability issues the students face in the simulation? A thematic analysis was then conducted to document and organize the responses.
2014-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/187
https://docs.lib.purdue.edu/context/open_access_theses/article/1208/viewcontent/He_James.pdf
Open Access Theses
Purdue University
Applied sciences
Education
Alternative energy
Educational games
Measuring Alternative Energy Generation via Unity Simulation
Serious game
Usability
Computer Sciences
Education
Oil, Gas, and Energy
oai:docs.lib.purdue.edu:open_access_theses-1213
2015-09-10T14:24:23Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
JUST NOTICEABLE DIFFERENCE SURVEY OF COMPUTER GENERATED IMAGERY USING NORMAL MAPS
Hoerter, Michael Edward
Normal maps are widely used as a resource-efficient means of simulating detailed topology on 3D surfaces in the gaming, simulation, and film industries. However, as surface mesh density increases, it is unknown at what level of density these increases become no longer perceivable, and whether normal maps significantly affect this threshold. This study examined at what point participants were unable to discern differences between one level of mesh density and another using an adapted staircase model. Participants identified this threshold for five different organic character models. The averages of each of these thresholds were taken and compared against the results of a control group, which observed the same models without normal maps. The study found that the average threshold for discerning differences in level of detail occurred in the 3,000 to 14,000 polygon range for normal mapped models, and the 240,000 to 950,000 range for the control group. This analysis suggested that normal maps have a significant impact on the viewer's ability to discern differences in detail, and that developing graphics beyond the range of 3,000 to 14,000 polygons is unnecessary for organic character models when normal maps are used.
2014-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/191
https://docs.lib.purdue.edu/context/open_access_theses/article/1213/viewcontent/Hoerter.pdf
Open Access Theses
Purdue University
Applied sciences
Computer-generated imagery
Graphics
Normal mapping
Computer Sciences
oai:docs.lib.purdue.edu:open_access_theses-1224
2015-09-14T18:29:34Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
THE EFFECT OF COLOR ON EMOTIONS IN ANIMATED FILMS
Kennedy, Andrew
Lighting color in animated films is usually chosen very carefully in order to portray a specific mood or emotion. Artists follow conventional techniques with color choices with the intention to create a greater emotional response in the viewer. This study examined the relationship between color variations in videos and emotional arousal as indicated by physiological response. Subjects wore a galvanic skin response (GSR) sensor and watched two different videos: one portraying love and one portraying sadness. The videos were watched multiple times, each with variations in the lighting color. No significant effects on emotion for either hue or saturation were observed from the GSR sensor data. It was concluded that the hue and saturation of lighting are not likely to cause a significant impact in the strength of emotions being portrayed in animated films to a degree in which it can be measured by electrodermal activity.
2014-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/201
https://docs.lib.purdue.edu/context/open_access_theses/article/1224/viewcontent/Kennedy.pdf
Open Access Theses
Purdue University
Communication and the arts
Psychology
Animation
Color
Emotions
Galvanic skin response
Lighting
Film and Media Studies
Psychology
oai:docs.lib.purdue.edu:open_access_theses-1251
2015-09-17T13:42:55Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
M.A.E.G.U.S: MEASURING ALTERNATE ENERGY GENERATION VIA UNITY SIMULATION
Nataraja, Kavin Muhilan
This paper presents the MAEGUS serious game and a study to determine its efficacy as a pedagogical tool. The MAEGUS serious game teaches sustainable energy concepts through gameplay simulating wind turbines and solar arrays. Players take the role of an energy manager for a city and use realistic data and information visualizations to learn the physical factors of wind and solar energy generation. The MAEGUS serious game study compares game assisted learning to a more traditional teaching method such as reading material in a crossover study, the results of which can inform future serious game development for educational purposes.
2014-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/227
https://docs.lib.purdue.edu/context/open_access_theses/article/1251/viewcontent/Nataraja.pdf
Open Access Theses
Purdue University
Applied sciences
Education
Energy education
Serious games
Simulation
Solar arrays
Sustainable energy
Wind turbines
Oil, Gas, and Energy
Other Teacher Education and Professional Development
oai:docs.lib.purdue.edu:open_access_theses-1264
2016-09-12T17:28:56Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Senescence: An Aging based Character Simulation Framework
Rajasekaran, Suren Deepak
The 'Senescence' framework is a character simulation plug-in for Maya that can be used for rigging and skinning muscle deformer based humanoid characters with support for aging. The framework was developed using Python, Maya Embedded Language and PyQt. The main targeted users for this framework are the Character Technical Directors, Technical Artists, Riggers and Animators from the production pipeline of Visual Effects Studios. The characters that were simulated using 'Senescence' were studied using a survey to understand how well the intended age was perceived by the audience. The results of the survey could not reject one of our null hypotheses which means that the difference in the simulated age groups of the character is not perceived well by the participants. But, there is a difference in the perception of simulated age in the character between an Animator and a Non-Animator. Therefore, the difference in the simulated character's age was perceived by an untrained audience, but the audience was unable to relate it to a specific age group.
2014-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/240
https://docs.lib.purdue.edu/context/open_access_theses/article/1264/viewcontent/Rajasekaran.pdf
Open Access Theses
Purdue University
Communication and the arts
Applied sciences
Aging
Charactersimulation
Framework
Jointrom
Muscle
Rigging
Computer Sciences
Film and Media Studies
oai:docs.lib.purdue.edu:open_access_theses-1395
2016-09-30T17:48:31Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Augmented Reality Application Utility For Aviation Maintenance Work Instruction
Pourcho, John Bryan
Current aviation maintenance work instructions do not display information effectively enough to prevent costly errors and safety concerns. Aircraft are complex assemblies of highly interrelated components that confound troubleshooting and can make the maintenance procedure difficult (Drury & Gramopadhye, 2001). The sophisticated nature of aircraft maintenance necessitates a revolutionized training intervention for aviation maintenance technicians (United States General Accounting Office, 2003). Quite simply, the paper based job task cards fall short of offering rapid access to technical data and the system or component visualization necessary for working on complex integrated aircraft systems. Possible solutions to this problem include upgraded standards for paper based task cards and the use of integrated 3D product definition used on various mobile platforms (Ropp, Thomas, Lee, Broyles, Lewin, Andreychek, & Nicol, 2013). Previous studies have shown that incorporation of 3D graphics in work instructions allow the user to more efficiently and accurately interpret maintenance information (Jackson & Batstone, 2008). For aircraft maintenance workers, the use of mobile 3D model-based task cards could make current paper task card standards obsolete with their ability to deliver relevant, synchronized information to and from the hangar. Unlike previous versions of 3D model-based definition task cards and paper task cards, which are currently used in the maintenance industry, 3D model based definition task cards have the potential to be more mobile and accessible. Utilizing augmented reality applications on mobile devices to seamlessly deliver 3D product definition on mobile devices could increase the efficiency, accuracy, and reduce the mental workload for technicians when performing maintenance tasks (Macchiarella, 2004). This proposal will serve as a literary review of the aviation maintenance industry, the spatial ability of maintenance technicians, and benefits of modern digital hardware to educate, point out gaps in research, and observe possible foundations on which to build the future of aviation maintenance job task cards leading to a the methodology of the proposed study.
2014-10-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/368
https://docs.lib.purdue.edu/context/open_access_theses/article/1395/viewcontent/Pourcho.pdf
Open Access Theses
Purdue University
Applied sciences
Education
Augmented reality
Aviation
Expert
Maintenance
Novice
Work instruction
Aerospace Engineering
Education
oai:docs.lib.purdue.edu:open_access_theses-1401
2016-09-30T21:17:28Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Evaluating Optimum Levels Of Detail For 3d Interactive Aviation Maintenance Instructions
Rohe, Nicholas
With the aviation industry shifting from paper based maintenance instructions to digital maintenance instructions, there needs to be a standard for what goes into creating the digital instructions. This study was done to determine what the optimum level of detail for 3D interactive aviation maintenance instructions. The definition of optimum for this study was: lowest amount of geometrical data with lowest rendering needed for comprehension and ease of use.
2014-10-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/374
https://docs.lib.purdue.edu/context/open_access_theses/article/1401/viewcontent/Rohe.pdf
Open Access Theses
Purdue University
Applied sciences
Education
Aviation maintenance
Interactive maintenance manuals
Level of detail
Maintenance technicians
Aerospace Engineering
Computer Sciences
Education
oai:docs.lib.purdue.edu:open_access_theses-1409
2016-10-03T16:54:22Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Integration of Z-Depth in Compositing
Steckel, Kayla
It is important for video compositors to be able to complete their jobs quickly and efficiently. One of the tasks they might encounter is to insert assets such as characters into a 3D rendered environment that has depth information embedded into the image sequence. Currently, a plug-in that facilitates this task (Depth Matte®) functions by looking at the depth information of the layer it's applied to and showing or hiding pixels of that layer. In this plug-in, the Z-Depth used is locked to the layer the plug-in is applied. This research focuses on comparing Depth Matte® to a custom-made plug-in that looks at depth information of a layer other than the one it is applied to, yet showing or hiding the pixels of the layer that it is associated with. Nine subjects tested both Depth Matte® and the custom plug-in ZeDI to gather time and mouse-click data. Time was gathered to test speed and mouse-click data was gathered to test efficiency. ZeDI was shown to be significantly quicker and more efficient, and was also overwhelmingly preferred by the users. In conclusion a technique where pixels are shown dependent on depth information that does not necessarily come from the same layer it's applied to, is quicker and more efficient than one where the depth information is locked to the layer that the plug-in is applied.
2014-10-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/382
https://docs.lib.purdue.edu/context/open_access_theses/article/1409/viewcontent/Steckel.pdf
Open Access Theses
Purdue University
Communication and the arts
Applied sciences
After effects
Compositing
Depth
Video
Z-depth
Zedi
Communication
Computer Sciences
oai:docs.lib.purdue.edu:open_access_dissertations-1433
2016-09-22T12:26:27Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_dissertations
Usability of immersive virtual reality input devices
Mankey, Christopher G
This research conducts a usability analysis of human interface devices within an Immersive Virtual Reality Environment. The analysis is carried out for two different interface devices, a commercially available Intersense © Wand and a home built pinch glove and wireless receiver. Users were asked to carry out a series of minor tasks involving placement of shaped blocks into corresponding holes within an Immersive Virtual Reality Environment. Performance was evaluated in terms of speed, accuracy and precision via the collection of completion times, errors made and the precision of motion during the experiment.
2014-10-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_dissertations/329
https://docs.lib.purdue.edu/context/open_access_dissertations/article/1433/viewcontent/Mankey_Christopher.pdf
Open Access Dissertations
Purdue University
Computer Engineering
Computer Sciences
oai:docs.lib.purdue.edu:open_access_theses-1525
2016-10-12T17:48:00Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Teaching introductory game development with unreal engine: Challenges, strategies, and experiences
Head, Nicholas A
From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. ^ The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects also went well with most teams creating a functional project. Students wanted more time to complete projects along with a structured approach to the project. Confidence in game development and the Unreal Engine were not high but students were enthusiastic in continuing in the field of game development.Recommendations were made to the curriculum in order to fix some of the issues with the introductory course and help students find a career. In order to fix the gap between the programming course and the introductory game course, a video game programming course was recommended that focused on teaching students how code works with video game engines. An option to specialize was also recommended in order to see a higher level of understanding on game concepts and a higher level of quality of game projects. Changes to the higher courses were also made for a yearlong course where students would focus on a single project to publish. This would expand on the introductory course while also replicating the game development process.
2015-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/506
https://docs.lib.purdue.edu/context/open_access_theses/article/1525/viewcontent/Head_N.pdf
Open Access Theses
Purdue University
Science and Mathematics Education
oai:docs.lib.purdue.edu:open_access_theses-1585
2016-10-13T13:20:12Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Framework for functional tree simulation applied to 'golden delicious' apple trees
Fiser, Marek
This research aims to develop a framework to model realistic and functional trees. Our modular framework is easily controllable and extensible by the user. The framework provides powerful features such as per-leaf light simulation and a source-sink based resources transport model. Our novel 3D reconstruction algorithm generates realistic tree models with a good 3D polygon topology. ^ The second part of this research is a functional model of a Golden Delicious apple tree. We use our simulation framework and data collected in Purdue Meigs farm over the year 2014 to create a realistic data-driven model. The model reacts on temperature and illumination in a way similar to real trees. ^ Our framework and functional tree model can be used to accelerate tree pruning research, optimize orchard layout, or it can be used for the education of farmers. Our work can be extended to simulate other fruit or other trees.
2015-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/566
https://docs.lib.purdue.edu/context/open_access_theses/article/1585/viewcontent/Fiser_Marek.pdf
Open Access Theses
Purdue University
Botany
Computer Sciences
oai:docs.lib.purdue.edu:open_access_theses-1589
2016-10-13T14:00:46Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Simulating depth of field using per-pixel linked list buffer
Liu, Yang
In this thesis, I present a method for simulating three characteristics of depth of field image: partial occlusion, bokeh and blur. Retrieving color from occluded surfaces is achieved by constructing a per-pixel linked list buffer, which only requires two render passes. Additionally, per-pixel linked list buffer eliminates the memory overhead of empty pixels in depth layers. Bokeh and blur effect are accomplished by image-space point splatting (Lee 2008). I demonstrate how point splatting can be used to account for the effect of aperture shape and intensity distribution on bokeh. Spherical aberration and chromatic aberration can be approximated using a custom pre-built sprite. Together as a package, this method is capable matching the realism of multi-perspective methods and layered methods.
2015-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/569
https://docs.lib.purdue.edu/context/open_access_theses/article/1589/viewcontent/Liu_Yang.pdf
Open Access Theses
Purdue University
Computer Sciences
oai:docs.lib.purdue.edu:open_access_theses-1659
2017-01-18T20:19:23Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Dynamic textures
Ziamtsov, Illia
In this research study we introduce a new way to create textures by using (Reynolds, 1987) model. The study builds and extends upon principles outlined by (Reynolds, 1987). The study defines a class of textures that can be generated with boids behavior. Boids are tested with a combination of vector fields in 2D. The combination produces interesting color and image effects. Movement of boids and generation of textures on a 3D surface are explored as well. A novel way for boids to move on a surface of a 3D model is developed
2015-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/639
https://docs.lib.purdue.edu/context/open_access_theses/article/1659/viewcontent/DynamicTextures.pdf
Open Access Theses
Purdue University
oai:docs.lib.purdue.edu:open_access_theses-1739
2016-11-28T15:07:40Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Computer vision aided lip movement correction to improve English pronunciation
Wei, Shuang
This paper explored the possibility of improving the pronunciation of English as a Foreign Language (EFL) learners by correcting their mouth-lip movement through visual feedback methods. As an EFL learner, I noticed that while learning pronunciation, for some words, the mouth-lip movement (e.g., opening size and duration) will affect the final pronunciation. A prototype system was developed to compare the standard pronunciation mouth shape movement with a user's pronunciation mouth shape movement and give visual feedback to users. Using computer vision technology, the mouth shape movement of standard pronunciation is extracted into moving contours. The user's mouth movement is video recorded. The standard mouth contour movement is overlaid on top of the user's video for comparison. ^ Evaluation found that the computer vision aided lip movement correction method might be effective in improving English pronunciation on a small portion of English words, but could not be generalized to all English words. According to the evaluation data, pronunciation of some words that have obvious mouth shape movement differences might be improved through the proposed computer vision aided lip movement correction method.
2014-07-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/704
https://docs.lib.purdue.edu/context/open_access_theses/article/1739/viewcontent/Wei_Shuang.pdf
Open Access Theses
Purdue University
Technology of Education
Computer Sciences
Education
oai:docs.lib.purdue.edu:open_access_theses-1747
2016-11-29T14:23:59Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Computer animation for learning building construction management: A comparative study of first-person versus third-person view
Yu, Jun
In this paper, we have explored the effect of perspective view in educational animations on students' learning of building construction management tasks and on students' preference of perspective views. We conducted a pre-test and post-test and found no significant advantages of computer animation presented in different perspective views across three different groups. Results showed that although students have preference on perspective views, perspective views did not influence learning outcome. The study also investigated the efficacy of animation as a teaching/learning tool in comparison to the traditional textbook. Findings showed that animation enhanced student learning, although the difference was not statistically significant. This finding adds to the body of research that suggests that animation can be an effective educational approach.
2014-07-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/712
https://docs.lib.purdue.edu/context/open_access_theses/article/1747/viewcontent/Yun_Jun.pdf
Open Access Theses
Purdue University
Technology of Education
Multimedia Communications
Design and Decorative Arts
Art and Design
Communication Technology and New Media
Interdisciplinary Arts and Media
oai:docs.lib.purdue.edu:cgttheses-1032
2017-07-27T13:11:00Z
publication:cgt
publication:tech
publication:cgttheses
publication:techetds
publication:techdepts
A Pattern Approach to Examine the Design Space of Spatiotemporal Visualization
Guo, Chen
Pattern language has been widely used in the development of visualization systems. This dissertation applies a pattern language approach to explore the design space of spatiotemporal visualization. The study provides a framework for both designers and novices to communicate, develop, evaluate, and share spatiotemporal visualization design on an abstract level. The touchstone of the work is a pattern language consisting of fifteen design patterns and four categories. In order to validate the design patterns, the researcher created two visualization systems with this framework in mind. The first system displayed the daily routine of human beings via a polygon-based visualization. The second system showed the spatiotemporal patterns of co-occurring hashtags with a spiral map, sunburst diagram, and small multiples. The evaluation results demonstrated the effectiveness of the proposed design patterns to guide design thinking and create novel visualization practices.
2017-07-27T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/cgttheses/32
https://docs.lib.purdue.edu/context/cgttheses/article/1032/viewcontent/Dissertation_Chen_Guo_Purdue_submit_version.pdf
Department of Computer Graphics Technology Degree Theses
Purdue University
Design pattern
spatiotemporal visualization
design space
scalable techniques
Graphics and Human Computer Interfaces
Interdisciplinary Arts and Media
oai:docs.lib.purdue.edu:open_access_theses-1779
2017-08-22T16:58:27Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Zephyr: A social psychology-based mobile application for long-distance romantic partners
Bodicherla, Dhiraj
Long-distance romantic relationships have become quite common nowadays. With CMC tools advancing day-by-day, their usage among LDRs is proliferating rapidly. Attachment-related anxiety and avoidance can block the ability to enjoy happy relationships. During such situations, remembering happy past moments can be comforting. In this study a mobile chat application that enables LDR couples to reminisce about happy moments was developed. This study primarily focuses on evaluating the usability of this mobile application using survey-based methods. System Usability Scale was considered to discuss the outcome of the study. The overall results provide useful recommendations for further improvements in the design of this application.
2016-05-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/749
https://docs.lib.purdue.edu/context/open_access_theses/article/1779/viewcontent/Bodicherla.pdf
Open Access Theses
Purdue University
Applied sciences
Psychology
Long-distance relationships
Mobile applications
Computer Sciences
Psychology
oai:docs.lib.purdue.edu:open_access_theses-1784
2017-08-22T18:05:07Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
A study of how Chinese ink painting features can be applied to 3D scenes and models in real-time rendering
Cao, Muning
Past research findings addressed mature techniques for non-photorealistic rendering. However, research findings indicate that there is little information dealing with efficient methods to simulate Chinese ink painting features in rendering 3D scenes. Considering that Chinese ink painting has achieved many worldwide awards, the potential to effectively and automatically develop 3D animations and games in this style indicates a need for the development of appropriate technology for the future market.
The goal of this research is about rendering 3D meshes in a Chinese ink painting style which is both appealing and realistic. Specifically, how can the output image appear similar to a hand-drawn Chinese ink painting. And how efficient does the rendering pipeline have to be to result in a real-time scene.
For this study the researcher designed two rendering pipelines for static objects and moving objects in the final scene. The entire rendering process includes interior shading, silhouette extracting, textures integrating, and background rendering. Methodology involved the use of silhouette detection, multiple rendering passes, Gaussian blur for anti-aliasing, smooth step functions, and noise textures for simulating ink textures. Based on the output of each rendering pipeline, rendering process of the scene with best looking of Chinese ink painting style is illustrated in detail.
The speed of the rendering pipeline proposed by this research was tested. The framerate of the final scenes created with this pipeline was higher than 30fps, a level considered to be real-time. One can conclude that the main objective of the research study was met even though other methods for generating Chinese ink painting rendering are available and should be explored.
2016-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/753
https://docs.lib.purdue.edu/context/open_access_theses/article/1784/viewcontent/Cao.pdf
Open Access Theses
Purdue University
Communication and the arts
Applied sciences
Chinese ink painting
Non-photorealistic rendering
Rendering pipeline
Silhouette detection
Computer Sciences
oai:docs.lib.purdue.edu:open_access_theses-1802
2017-08-23T18:19:33Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Quit playing with your watch: Perceptions of smartwatch use
Gaeta, Christopher M
This study identified perceptions and social norms that may affect smartwatch adoption. Interviews were conducted to identify perceptions of smartwatch use and norms that might affect those perceptions.
Smartwatch use was found to activate norms associated with wristwatch use – specifically, smartwatch users’ peers took offense to the users looking at their wristwatches. This study also found that norms prevent the use of smartwatches’ voice controls in public and various perceptions of smartwatch use and ownership.
2016-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/769
https://docs.lib.purdue.edu/context/open_access_theses/article/1802/viewcontent/Gaeta.pdf
Open Access Theses
Purdue University
Applied sciences
Psychology
Norms
Perceptions
Smartwatch
Social
Technology acceptance
Social Psychology
oai:docs.lib.purdue.edu:open_access_theses-1815
2017-08-23T20:23:00Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Gesture based non-obstacle interaction on mobile computing devices for dirty working environment
Huynh, William B
The dominant way of interacting with tablets, smartphones, or wearable devices are through touchscreen or touchpad, which requires the user to physically touch the device’s screen. However, in certain situation, for example, a dirty working environment, touching is not ideal or feasible. This study examined a new method that allows for a non-touch interaction by using the devices’ back camera along with simple gesture to simulate mouse clicking. Cameras are used to capture motion-based gestures coupled with object detection, achieving a non-touch interaction. With human subject evaluation, the researcher found that using the back camera on mobile devices for gesture based controls is not as efficient as touch. Efficiency was measured in speed and accuracy, speed was about three times slower than current touch method, accuracy varied depending on smoothness of a task but was about two times less accurate. However, in a dirty working environment, this method is still effective and intuitive to use.
2016-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/777
https://docs.lib.purdue.edu/context/open_access_theses/article/1815/viewcontent/Hyunh.pdf
Open Access Theses
Purdue University
Applied sciences
Dirty working environment
Gesture
Mobile devices
Mobile human interaction
Computer Sciences
oai:docs.lib.purdue.edu:open_access_theses-1869
2017-08-29T12:48:30Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Implementation and validation of a probabilistic open source baseball engine (POSBE): Modeling hitters and pitchers
Schaefer, Rhett Tracy
This manuscript details the implementation and validation of an open source probabilistic baseball engine (POSBE) that focuses on the hitter and pitcher model of the simulation. The simulation produced outcomes that parallel those observed in actual professional Major League Baseball games. The observed data were taken from the nineteen games played between the New York Yankees (NYY) and Boston Red Sox (BOS) during the 2015 season. The potential hitter/pitcher outcomes of interest were singles, doubles, triples, homeruns, walks, hit-by-pitch, and strikeouts. The nineteen game series was simulated 1000 times, resulting in a total of 19,000 simulations. The eighteen hitters and twenty-seven pitchers were each divided into four groups based on similar characteristics: Hitters 1-5 in the batting order, Hitters 6-9 in the batting order, Starting Pitchers, and Relief Pitchers. Using the Kolmogorov-Smirnov test, the simulated data were compared against the observed data to obtain appropriate p-values. The calculated p-values were all greater than 0.05 indicating that the POSBE algorithm predicts hitter and pitcher outcomes as they relate to empirical observation.
2016-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/812
https://docs.lib.purdue.edu/context/open_access_theses/article/1869/viewcontent/Schaefer.pdf
Open Access Theses
Purdue University
Pure sciences
Social sciences
Applied sciences
Baseball
Games
Open source
Probabilistic
Simulation
Computer Sciences
Sports Management
Statistics and Probability
oai:docs.lib.purdue.edu:open_access_theses-1877
2017-08-29T13:44:07Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
E-commerce mental models of upper middle class Chinese female consumers in Beijing
Song, Yunfan
The purpose of this study was to understand and explore the mental models of Chinese consumers towards e-commerce. A mental model is a representation formed by consumers based on their experience and observation, which finally influence their task performances. Due to the different experiences and contexts, the mental models of Chinese consumers could be various. This study investigated one of the subgroups in depth, which is the upper middle class female in Beijing, China.
To achieve the purpose of the study, a qualitative research was conducted in China, and participants were interviewed about their perceptions of, and experiences with, online shopping. Data collected from the interviews were analyzed using a thematic analysis method in order to group the similarities together and generate themes. After grouping, a mental model was presented in a diagram, with tasks grouped into categories in different mental spaces. The bottom of the diagram showed the support functions for those tasks. The results could provide a deep understanding of this group of consumers and the relation structure between the users and the e-commerce service.
2016-04-01T07:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/816
https://docs.lib.purdue.edu/context/open_access_theses/article/1877/viewcontent/Song.pdf
Open Access Theses
Purdue University
Social sciences
Communication and the arts
Chinese women
Consumers
E-commerce
Mental model
Chinese Studies
Graphic Design
Women's Studies
oai:docs.lib.purdue.edu:open_access_theses-2037
2017-12-19T18:38:33Z
publication:cgt
publication:etd
publication:tech
publication:cgttheses
publication:open_access_theses
Inter-color NPR lines: A comparison of rendering techniques
Herring, Donald G
Renders of 3D scenes can feature lines drawn automatically along sharp edges between colored areas on object textures, in order to imitate certain conventional styles of hand-drawn line art. However, such "inter-color lines" have been studied very little. Two algorithms for rendering these lines were compared in this study - a faster one utilizing lines baked into the textures themselves and a more complex one that dynamically generated the lines in image space on each frame - for the purpose of determining which of the two better imitated traditional, hand-drawn art styles and which was more visually appealing. Test subjects compared results of the two algorithms side by side in a real-time rendering program, which let them view a 3D scene both passively and interactively from a moving camera, and they noted the differences between each technique's relative line thicknesses - the key visual disparity - in order to reach final judgments as to which better adhered to artistic conventions and which was more appealing. Statistical analysis of the sample proportions that preferred each algorithm failed to prove that any significant difference existed between the two algorithms in terms of either of the above metrics. Thus the algorithm using baked lines appeared to be more recommendable overall, as it was known to be computationally faster, whereas the dynamic algorithm was not shown to be preferred by viewers in terms of conventionality or aesthetics.
2016-12-01T08:00:00Z
text
application/pdf
https://docs.lib.purdue.edu/open_access_theses/854
https://docs.lib.purdue.edu/context/open_access_theses/article/2037/viewcontent/Herring.pdf
Open Access Theses
Purdue University
Aesthetics
Philosophy religion and theology
Applied sciences
3D animation
Computer animation
Computer graphics
Non-photorealistic rendering
Real-time rendering
Computer Sciences