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Item Use of a 3D Graphical User Interface in Microelectronics Learning and Simulation of an Industrial Application(The Eurographics Association, 2007) Bilotta, E.; Pantano, P.; Rinaudo, S.; Servidio, R.; Talarico, V.; Raffaele De Amicis and Giuseppe ContiThe COMSON project (COupled Multiscale Simulation and Optimization in Nanoelectronics) is a Marie Curie Research Training Network (RTN) supported by the European Commission within the 6th Framework Research Programme of the EU. One of the outcomes of the COMSON project is the e-learning system linked to the Demonstrator Platform (DP). This framework is intended for researches in the Microelectronics, Physics and Applied Mathematics fields. It is also intended for industries and expert technical personnel. The main aim of the project is to provide an effective training to students and young researchers with a hands-on experience with the DP, which comprises coupled simulation of devices, interconnects, circuits, electromagnetic (EM) fields and thermal effects in one single framework. Furthermore, the project has a Virtual Working Place system in which it is possible to share experiments and results among the partners. As this domain of knowledge is very complex - there are strong requirements in Industry in order to train young researchers and improve the know-how in a process of continuous education in these topics - the approach we propose overcomes the traditional difficulties of delivering contents, providing the user with a transparent interface, which hides the mathematical technalities. The user has only to follow a procedure by using a visual, tactile and explorative interface. It allows a graphical access to a preset library of models in the form of equations and algorithms for model manipulation. Furthermore, in this approach the researcher can define new models and algorithms by means of a constructivist metaphor. Finally, this method permits an easy control of the DP simulation function, together with a complete monitoring and data analysis facility.Item Modelling and Animation of Theatrical Greek Masks in an Authoring System(The Eurographics Association, 2007) Bertacchini, P. A.; Bilotta, E.; Pantano, P.; Battiato, S.; Cronin, M.; Blasi, G. Di; Talarico, A.; Tavernise, A.; Raffaele De Amicis and Giuseppe ContiThis paper describes an authoring system for modelling Greek virtual masks that express emotions for synchronising their facial movements with pre-recorded speech files, and for creating theatrical performances. The system is related to parametric modelling and includes three interfaces: Editor, Recorder and Virtual Theatre. In the Editor interface it is possible to create several different 3D masks from a unique mask basic model. In the Recorder it is possible to import the models created in the Editor and select eight expressions (neutral, anger, surprise, sadness, fear, joy, disgust, attention), as well as to create and save little alterations in these expressions, and to synchronise the facial movements with speech on the time-line of the system. In the Virtual Theatre the animated Greek masks can be imported and can perform.Item ImaginationTOOLS (TM)- A 3D Environment for Learning and Playing Music(The Eurographics Association, 2007) Bilotta, E.; Pantano, P.; Bertacchini, F.; Gabriele, L.; Longo, G.; Mazzeo, V.; Rizzuti, C.; Talarico, A.; Tocci, G.; Vena, S.; Raffaele De Amicis and Giuseppe ContiIn this paper, we present ImaginationTOOLS, a software which uses mathematical models to generate, analyse and synthesize sound and music. User learns in an imaginary 3D-city basic concepts on mathematical models and music by interacting with pedagogical agents; composes in a laboratory room using a manipulatory agent-like interface; listens to music in an immersive room and creates interactive music with ad-hoc designed instruments and performs and shares music on the net. It represents a real advancement on the existing similar scientificallyoriented products available on the market and it is considered a fusion of different music and multimedia technologies, with a strong developmental trend into physical interaction design. It is the first software using 3D interaction in a 3D environment to produce sound and music, extending the potential of musicians by experimenting in the psycho-acoustical domain of sound and overcoming the problems of musical education, with simple interface.Item Patterns of Creativity in Design(The Eurographics Association, 2007) Bilotta, E.; Pantano, P.; Raffaele De Amicis and Giuseppe ContiOne of the most remarkable features of the human mind is its creativity. During the course of this talk we shall be presenting some examples of the creative use of scientific models such as Chua's attractors and Cellular Automata in design. Our aim is to offer an enlightening glimpse into the relationship between scientific research into dynamical systems and the translation of these results into other media. As you all know, scientific research methods involve many kinds of cognitive processes such as, for example, categorization, reasoning, problem solving, analogy formation, which usually take place when representations are shared across representational media, as happens in the processes of data processing and transformation in order to create published scientific papers ( [HUT95], [LAT86]). Others are, for their part, widely distributed processes which involve the spreading of ideas across scientific communities. Yet there is a class of cognitive processes that occur in the interaction between scientists and with material representations, which is really action embodied in cognition, that is, pure creativity. There are two different methods by which people engage in the search for creativity, and each of these is associated with a different pattern of discovery. There are Experimental creators who work by trial and error, and arrive at their most important contributions in a gradual fashion. Conceptual creators, on the other hand, make sudden breakthroughs by formulating new ideas, and by this means they impose new ways of thinking and a new vision of the world. Today, the principal environment in which this form of creativity is represented is the computer ( [GER96], [BC01]), a new tool of and for the imagination that can shape our feelings and thoughts, and us the opportunity to communicate them to others. Computer based tools can be used to enhance the expressive potentials of our creativity, making it possible for everyone to express themselves.