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Discover the secrets of the Google SketchUp with the 16 real-world professional-level projects including parks, structures, concept art, and illustration. Google SketchUp Workshop includes all the wide variety of projects that SketchUp can be used for-architectural visualization, landscape design, video game and film conception, and more. SketchUp masters in every field will get you up to speed in this agile and intuitive software and then show you the real uses with through projects in architecture, engineering, and design.
Discover the secrets of the Google SketchUp with the 16 real-world professional-level projects including parks, structures, concept art, and illustration. Google SketchUp Workshop includes all the wide variety of projects that SketchUp can be used for-architectural visualization, landscape design, video game and film conception, and more. SketchUp masters in every field will get you up to speed in this agile and intuitive software and then show you the real uses with through projects in architecture, engineering, and design.
“... the book is wonderfully illustrated with full color and descriptive images that complement each tutorial or exercise. Alex’s teaching background really rings through as every item is nicely structured and very informative. Overall Alex’s book is a winner. Well structured, illustrated and most of all easy to read and understand. While the overall theme is based in architecture, the techniques can be applied to any discipline and the wide range of topics covered are excellently delivered.” -Richard O’Brien, CatchUp Editor, the official SketchUcation newsletter The one-stop guide to SketchUp for architects, designers, and builders SketchUp is the tool of choice for architects, interior designers, and construction professionals. Though the basics are simple to understand, getting the most out of it requires deeper instruction and guidance. Architectural Design with Google SketchUp uses easy-to-understand tutorials to describe both common and advanced process, illustrated throughout with full-color renderings. Handy sidebars throughout the book cover fundamentals and background information End-of-chapter exercises help readers master new skills and techniques A robust companion website includes helpful videos, sample files, and plug-ins
Considerably easier to use than other 3D software, Google SketchUp has found a niche in architecture, landscaping, real estate development, furniture building, and other design professions The fun and friendly approach assumes no previous 3D modeling experience and explains the basic concepts involved in 3D modeling Shows readers how to build a 3D model, print it, share it, export it to another professional design package, export it to Google Earth, and create a 3D animated tour Helps readers harness the power of Google SketchUp so that they can populate Google Earth with 3D buildings, monuments, and other sculptures
The field of sketch-based interfaces and modeling (SBIM) is concerned with developing methods and techniques to enable users to interact with a computer through sketching - a simple, yet highly expressive medium. SBIM blends concepts from computer graphics, human-computer interaction, artificial intelligence, and machine learning. Recent improvements in hardware, coupled with new machine learning techniques for more accurate recognition, and more robust depth inferencing techniques for sketch-based modeling, have resulted in an explosion of both sketch-based interfaces and pen-based computing devices. Presenting the first coherent, unified overview of SBIM, this unique text/reference bridges the two complementary research areas of user interaction (sketch-based interfaces), and graphical modeling and construction (sketch-based modeling). The book discusses the state of the art of this rapidly evolving field, with contributions from an international selection of experts. Also covered are sketch-based systems that allow the user to manipulate and edit existing data - from text, images, 3D shapes, and video - as opposed to modeling from scratch. Topics and features: reviews pen/stylus interfaces to graphical applications that avoid reliance on user interface modes; describes systems for diagrammatic sketch recognition, mathematical sketching, and sketch-based retrieval of vector drawings; examines pen-based user interfaces for engineering and educational applications; presents a set of techniques for sketch recognition that rely strictly on spatial information; introduces the Teddy system; a pioneering sketching interface for designing free-form 3D models; investigates a range of advanced sketch-based systems for modeling and designing 3D objects, including complex contours, clothing, and hair-styles; explores methods for modeling from just a single sketch or using only a few strokes. This text is an essential resource for researchers, practitioners and graduate students involved in human-factors and user interfaces, interactive computer graphics, and intelligent user interfaces and AI.
The 27th EG-ICE International Workshop 2020 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways. Der 27. Internationale EG-ICE Workshop 2020 bringt internationale Experten zusammen, die an der Schnittstelle zwischen fortgeschrittener Datenverarbeitung und modernen technischen Herausforderungen arbeiten. Viele ingenieurwissenschaftliche Aufgaben erfordern Open-World-Resolutionen, um die Zusammenarbeit mehrerer Akteure zu unterstützen, mit approximativen Modellen umzugehen, eine effektive Interaktion zwischen Ingenieur und Computer zu ermöglichen, in mehrdimensionalen Lösungsräumen zu suchen, Unsicherheiten zu berücksichtigen, einschließlich fachspezifischen Domänenwissens, Sensordateninterpretation durchzuführen und mit unvollständigem Wissen umzugehen. Während die Ergebnisse aus der Informatik anfänglich viel Unterstützung für die Lösung bieten, ist eine Anpassung unvermeidlich, und am wichtigsten ist, dass das Feedback aus der Bewältigung technischer Herausforderungen die computer-wissenschaftliche Grundlagenforschung vorantreibt. Kompetenz und Wissenstransfer gehen in beide Richtungen.
The 28th EG-ICE International Workshop 2021 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways. Der 28. Internationale EG-ICE Workshop 2021 bringt internationale Experten zusammen, die an der Schnittstelle zwischen fortgeschrittener Datenverarbeitung und modernen technischen Herausforderungen arbeiten. Viele ingenieurwissenschaftliche Aufgaben erfordern Open-World-Resolutionen, um die Zusammenarbeit mehrerer Akteure zu unterstützen, mit approximativen Modellen umzugehen, eine effektive Interaktion zwischen Ingenieur und Computer zu ermöglichen, in mehrdimensionalen Lösungsräumen zu suchen, Unsicherheiten zu berücksichtigen, einschließlich fachspezifischen Domänenwissens, Sensordateninterpretation durchzuführen und mit unvollständigem Wissen umzugehen. Während die Ergebnisse aus der Informatik anfänglich viel Unterstützung für die Lösung bieten, ist eine Anpassung unvermeidlich, und am wichtigsten ist, dass das Feedback aus der Bewältigung technischer Herausforderungen die computer-wissenschaftliche Grundlagenforschung vorantreibt. Kompetenz und Wissenstransfer gehen in beide Richtungen.
The 18th issue of the Transactions on Computational Science journal, edited by Arjan Kuijper, is devoted to the topic of cyberworlds. The 14 papers in the volume constitute revised and extended versions of a selection of contributions presented at CW 2012, the International Conference on Cyberworlds, held in Darmstadt, Germany in September 2012. The selected papers span the areas of human path prediction, gesture-based interaction, rendering, valence-levels recognition, virtual collaborative spaces, virtual environment, emotional attention, virtual palpation, sketch-book design, animation, and avatar-face recognition.
This volume analyzes recent technological breakthroughs in aiding children with autism spectrum disorder (ASD). Chapters offer practical guidance in such areas as assessment, treatment planning, and collaborative intervention. The book also presents findings on hardware and software innovations and emphasizes their effectiveness in clinical practices that are targeted to specific cognitive, social, academic and motor skill areas. In addition, it describes promising new deficit-reducing and skill-enhancing technologies on the horizon. Featured topics include: Developing and supporting the writing skills of individuals with ASD through assistive technologies. The ways in which visual organizers may support executive function, abstract language comprehension and social learning. Do-as-I’m-doing situations involving video modeling and autism. The use of technology to facilitate personal, social and vocational skills in youth with ASD. Evidence-based instruction for students with ASD. The use of mobile technology to support community engagement and independence. Technology and Treatment of Children with Autism Spectrum Disorder is an essential resource for clinicians and related professionals as well as researchers and graduate students across such disciplines as child and school psychology, rehabilitation medicine, educational technology, occupational therapy, speech pathology and social work.