Search Results

Now showing 1 - 10 of 29
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    Project SAGA: Towards Bridging the Gap between Serious and Entertainment Games
    (The Eurographics Association, 2022) Larsson, Catja; Anderson, Eike Falk; Ponchio, Federico; Pintus, Ruggero
    We present the ''SAGA'' project, a concept for an entertainment game that is currently in development, which is based on historical and archaeological research and set in the mythology of the Vo?luspá. SAGA bridges the gap between Serious and Entertainment games by neither forsaking history and facts for entertainment, nor compromising on playability for historical accuracy. Reusing development work from the archaeological visualisation of a real world location on the island of Orust in Sweden, and transposing historical elements from other Viking age sites into the world of the game, the aim of SAGA is to convey the intangible heritage and history of Viking age society and beliefs to the game's players. In this paper we describe the game concept, discuss its development from an archaeological visualisation for use in a museum context and provide an outlook on the next steps in the game's development.
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    Towards the Formal Teaching of CG Applications in Cultural Heritage for Computer Graphics and Animation Students
    (The Eurographics Association, 2021) Anderson, Eike Falk; Adzhiev, Valery; Fryazinov, Oleg; Hulusic, Vedad and Chalmers, Alan
    The rapid technological advances in computing and computer graphics of the past three decades have in turn fueled the proliferation of the use of these technologies for Cultural Heritage. Formal educational courses for the application of computer graphics to Cultural Heritage are few and far between, and the courses that do exist tend to be targeted at archaeology students, with hardly any courses catering to computing or computer graphics students. To address this gap in education provision, we introduce a final year undergraduate course on ''CG and Animation for Cultural Heritage'', which provides students on technical and art & design computer graphics and animation courses with a broad introduction to the creation of Cultural Heritage applications of CG and animation techniques more commonly found in digital entertainment and visual effects. In this paper we describe this course and its curriculum and discuss its outcomes.
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    The Four I's Recipe for Cooking Up Computer Graphics Exercises and Assessments
    (The Eurographics Association, 2014) Peters, Christopher E.; Anderson, Eike Falk; Jean-Jacques Bourdin and Joaquim Jorge and Eike Anderson
    The design of meaningful student activities, such as lab exercises and assignments, is a core element of computer graphics pedagogy. Here, we briefly describe our efforts towards making the process of defining and structuring computer graphics activities more explicit. We focus on four main activity categories that are building blocks for practical course design: Independent, Iterative, Incremental and Integrative. These ``Four I's'' of computer graphics activity provide the fundamental ingredients for explicitly defining the design of activity-oriented computer graphics courses with the potential to deliver significant artefacts that may, for example, constitute a portfolio of work for assessment or presentation to employers. The categorisations are intended as the first steps towards more clearly structuring and communicating exercise specifications in collaborative course development settings.
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    Generating ASCII-Art: A Nifty Assignment from a Computer Graphics Programming Course
    (The Eurographics Association, 2017) Anderson, Eike Falk; Jean-Jacques Bourdin and Amit Shesh
    We present a graphics application programming assignment from an introductory programming course with a computer graphics focus. This assignment involves simple image-processing, asking students to write a conversion program that turns images into ASCII Art. Assessment of the assignment is simplified through the use of an interactive grading tool.
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    Recreating Past and Present: An Exceptional Student-Created Virtual Heritage Experience
    (The Eurographics Association, 2020) Anderson, Eike Falk; Sloan, Susan; Romero, Mario and Sousa Santos, Beatrice
    We present an outstanding undergraduate student project in the form of a virtual heritage experience, created by a multidisciplinary group of six 4th semester undergraduate students from a range of computer graphics related programmes of study, ranging from 3D art and design to graphics software development. The "Exercise Smash" application allows participants to take part in a 1944 military exercise that was held in preparation of the D-Day landings in Normandy, during which several amphibious tanks sank, and then to dive down to the tank wrecks on the modern-day seafloor. The virtual heritage experience was presented during a public event at a military history museum and has also been demonstrated at an archaeology conference, being well-received in both cases.
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    D.A.V.E: A Prototype for Automatic Environment Decoration
    (The Eurographics Association, 2019) Glover, Callum James; Anderson, Eike Falk; Fusiello, Andrea and Bimber, Oliver
    To fully immerse players in video games, elements of the game world must form a rich, coherent and believable universe, which is time consuming and expensive to achieve manually. We propose an artists' tool for Autodesk Maya to aid environment decoration, allowing artists to focus on the more important elements of the worlds they create.
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    Vegetable Matter Decay: An Exceptional Student 'Innovations' Project
    (The Eurographics Association, 2019) Anderson, Eike Falk; Cirdei, Bianca; Adzhiev, Valery; Tarini, Marco and Galin, Eric
    We present an outstanding undergraduate research project that has resulted in the development of a parametrised method for simulating drying and decaying vegetable matter from the fruits category, taking into account the biological characteristics of the decaying fruit. This work was awarded 1st place in the undergraduate category of the ACM Student Research Competition at SIGGRAPH 2018.
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    Traditional Romanian Egg Decoration in Augmented Reality with 3D Printing
    (The Eurographics Association, 2022) Ureche, Ana-Maria-Cristina; Fryazinov, Oleg; Anderson, Eike Falk; Ponchio, Federico; Pintus, Ruggero
    The folk art of decorating Easter eggs is an important part of Romania's intangible cultural heritage. We have developed a prototype for a mobile Augmented Reality (AR) app that allows users to virtually decorate Easter eggs, using a 3D printed egg as a physical AR marker to allow tangible interaction with the egg, mimicking the decorating process.
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    AnimDiff: Comparing 3D Animations for Revision Control
    (The Eurographics Association, 2017) Madges, George; Miles, Idris; Anderson, Eike Falk; Adrien Peytavie and Carles Bosch
    The process of animating a complex 3D character can be a time consuming activity which may take several iterations and several artists working in collaboration, each iteration improving some elements of the animation but potentially introducing artifacts in others. At present there exists no formal process to collate these various revisions in a manner that allows for close examination of their differences, which would help speed up the creation of 3D animations. To address this we present a method for equivalence checking and displaying differences between differing versions of an animated 3D model. Implemented in a tool that allows selective blending of animations, this provides a first step towards a 3D animation revision control system.
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    The New CGEMS - Preparing the Computer Graphics Educational Materials Source to Meet the Needs of Educators
    (The Eurographics Association, 2017) Anderson, Eike Falk; Duchowski, Andrew; Liarokapis, Fotis; Redford, Adam; Jean-Jacques Bourdin and Amit Shesh
    ACM SIGGRAPH and Eurographics are restarting CGEMS, the Computer Graphics Educational Materials Source, an on-line repository of curricular material for computer graphics education. In this context, the question that we ask ourselves is: ''How can CGEMS best meet the needs of educators''? The aim of this forum is to provide the audience with an idea of the purpose of CGEMS - a source of educational materials for educators by educators - and to give them an opportunity to contribute their views and ideas towards shaping the new CGEMS. Towards this purpose, we have identified a number of issues to resolve, which the panel will put forward to the participants of the forum for discussion.