ACM SIGGRAPH 2007 Educators Program 2007
DOI: 10.1145/1282040.1282048
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Critters in the classroom

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Cited by 28 publications
(3 citation statements)
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References 26 publications
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“…High dynamic range (HDR) is an image technology that displays a wider brightness range and contrast, revealing more picture details and vivid colors and reflecting realworld visual effects. It is widely used in movies [1], games [2], and medicine [3] to provide excellent results and a more immersive experience for users. However, due to the limitations of camera sensor technology, most consumer cameras can only capture low dynamic range (LDR) images with a brightness of 0.1-100 nits, and image information outside this range will be lost, far from the requirements of 0.0005 nits to thousands of nits for HDR images.…”
Section: Introductionmentioning
confidence: 99%
“…High dynamic range (HDR) is an image technology that displays a wider brightness range and contrast, revealing more picture details and vivid colors and reflecting realworld visual effects. It is widely used in movies [1], games [2], and medicine [3] to provide excellent results and a more immersive experience for users. However, due to the limitations of camera sensor technology, most consumer cameras can only capture low dynamic range (LDR) images with a brightness of 0.1-100 nits, and image information outside this range will be lost, far from the requirements of 0.0005 nits to thousands of nits for HDR images.…”
Section: Introductionmentioning
confidence: 99%
“…Gamified learning methods successfully and efficiently allows students to enter the Flow Experience, increase their learning motivation, and place them in the best possible learning state. This turns programming into something C. Chang, Y. Yeh, S. Hsu, Y. Chen interesting [9,1]. Students are filled with satisfaction when they are able to make something out of nothing.…”
Section: Introductionmentioning
confidence: 99%
“…Some of these tools, such as Greenfoot (K€ olling, 2010) and Program your Robot (Kazimoglu, Kiernan, Bacon, & Mackinnon, 2012), enable learners to proactively program the behavior of various actors, introducing a degree of interactivity in the learning process. Others, like Alice (Cooper, Dann, & Pausch, 2000) and Meadow (Anderson and McLoughlin, 2007), present students with 3D game-like environments aiming to further facilitate the learning process via familiar representations.…”
mentioning
confidence: 99%