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For programmers interested in object-oriented methods, this how-to book provides a guide for understanding and practicing one of the new development paradigms--the object-oriented rapid prototyper--that can produce high-quality, clearly-documented, easily-maintainable software providing the highest possible user satisfaction with minimum total effort.
More quality, more flexibility, and less costs seem to be the key to meeting the demands of the global marketplace. The secret to success in this arena lies in the expert execution of the critical tasks in the product definition stage. Prototyping is an essential part of this stage, yet can be very expensive. It must be planned well and use state-o
This thesis presents a rapid prototyping toolkit and framework to create a responsive and high performance virtual reality application utilizing a relatively simple toolkits structure. These object-oriented toolkits and libraries have been developed to make a virtual world more vivid and responsive in CFD visualization. In addition to the VR application framework, performance issues have been addressed to overcome the loss of interaction in virtual environment due to large computation of scientific data sets. The problems that can arise from handling large data sets are large memory usage, large data storage, bandwidth, latency of data transfer, which result in loss of frame rates, and interactive interaction. With these losses, the sense of immersion and interest in data exploration and interrogation also suffer. A simple and novel approach is implemented by applying parallel programming approaches to capture the current computer resources for large data sets visualization in the virtual environment. Two areas of parallelism being discussed are tasks and data parallelism in a shared-memory system. As a result, the virtual reality application, VR-XPR(Virtual Reality Explorer), has provided a rapid framework for developing scientific and engineering VR applications with relative ease and without much effort involved which can benefit the research and industry in terms of time and costs.
The International Handbook of Virtual Learning Environments was developed to explore Virtual Learning Environments (VLE’s), and their relationships with digital, in real life and virtual worlds. The book is divided into four sections: Foundations of Virtual Learning Environments; Schooling, Professional Learning and Knowledge Management; Out-of-School Learning Environments; and Challenges for Virtual Learning Environments. The coverage ranges across a broad spectrum of philosophical perspectives, historical, sociological, political and educational analyses, case studies from practical and research settings, as well as several provocative "classics" originally published in other settings.
Since the publication of the first edition, several Additive Manufacturing technologies have been invented, and many new terminologies have been formalized. Each chapter has been brought up-to-date so that this book continues with its coverage of engineering procedures and the application of modern prototyping technologies, such as Additive Manufacturing (AM) and Virtual Prototyping (VP) that quickly develops new products with lower costs and higher quality. The examples, practice exercises, and case studies have also been updated. Features Gears toward rapid product prototyping technologies Presents a wide spectrum of prototyping tools and state-of-the-art additive manufacturing technologies Explains how to use these rapid product prototyping tools in the development of products Includes examples and case studies from the industry Provides exercises in each chapter along with solutions
Object-oriented techniques form a promising approach for realizing an integrated computer-aided prototyping environment capable of detecting and correcting errors early in the development process. We discuss the connection between rapid prototyping, object-oriented data models, formal specifications, reusable components, and engineering databases.