Glossary of terms used on this site

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Term Definition
3D Model
In 3D computer graphics, 3D modeling is the process of developing a mathematical, wireframe representation of any three-dimensional object (either inanimate or living) via specialized software. The product is called a 3D model. It can be displayed as a two-dimensional image through a process called 3D rendering or used in a computer simulation of physical phenomena. The model can also be physically created using 3D Printing devices. 3D models represent a 3D object using a collection of points in 3D space, connected by various geometric entities such as triangles, lines, curved surfaces, etc. Being a collection of data (points and other information), 3D models can be created by hand, algorithmically (procedural modeling), or scanned. 3D models are widely used anywhere 3D graphics are used. Actually, their use predates the widespread use of 3D graphics on personal computers. Many computer games used pre-rendered images of 3D models as sprites before computers could render them in real-time. Today, 3D models are used in a wide variety of fields. The medical industry uses detailed models of organs. The movie industry uses them as characters and objects for animated and real-life motion pictures. The video game industry uses them as assets for computer and video games. The science sector uses them as highly detailed models of chemical compounds. The architecture industry uses them to demonstrate proposed buildings and landscapes. The engineering community uses them as designs of new devices, vehicles and structures as well as a host of other uses. In recent decades the earth science community has started to construct 3D geological models as a standard practice.
Blended Learning
Blended Learning is the combination of multiple approaches to learning. Blended learning can be accomplished through the use of 'blended' virtual and physical resources. A typical example of this would be a combination of technology-based materials and face-to-face sessions used together to deliver instruction. In the strictest sense, blended learning is when an instructor combines two methods of delivery of instruction. However, this term most often applies to the use of technology on instruction. A good example of blended learning would be to give a well-structured introductory lesson in the classroom, and then to provide follow-up materials online. Guidance is suggested early in the process, to be faded as learners gain expertise (Kirschner, Clark and Sweller, 2006).
CAD/CAM
Computer-aided design (CAD) refers to the use of computer tools to assist engineers, architects and other design professionals in their design activities. It is the main geometry authoring tool within the Product Lifecycle Management (PLM) process and involves both software and sometimes special-purpose hardware. Current packages range from 2D vector based drafting systems to 3D parametric surface and solid design modellers. CAD is sometimes translated as "computer-assisted drafting", "computer-aided drafting", or a similar phrase. Related acronyms are CADD, which stands for "computer-aided design and drafting"; CAID, for Computer-aided Industrial Design; and CAAD, for "computer-aided architectural design". All these terms are essentially synonymous, but there are some subtle differences in meaning. Basically CAD is not just a drafting tool, its a very accurate and robust design tool too. Due to the complexity of computations in design methodology, the power of computers is leveraged to compute solutions to complex problems like stress analysis, shear analysis, thermal analysis and fluid flow analysis. The CAD offers very simple, easy to use, less time consuming and clean methods to study and evaluate the design process and arrive at a close-to-perfect design. CAD and CAM can even be used in food processing. such as controlling the speed of the production line.
Continuing education
Continuing education is an all encompassing term within a broad spectrum of post-secondary learning activities and programs. Recognized forms of post-secondary learning activities within the domain include; degree credit courses by non-traditional students, non-degree career training, workforce training, formal personal enrichment courses (both on-campus and online) self-directed learning (such as through Internet interest groups, clubs or personal research activities) and experiential learning as applied to problem solving.
Cyberspace
Cyberspace--from the Greek Κυβερνήτης (kybernētēs, steersman, governor, pilot, or rudder)--is the global domain of electro-magnetics accessed through electronic technology and exploited through the modulation of electromagnetic energy to achieve a wide range of communication and control system capabilities. The term is rooted in the science of cybernetics and Norbert Weiner’s pioneering work in electronic communication and control science, a forerunner to current information theory and computer science. Cyberspace is closely associated with the infrastructures of the information environment consisting of the interdependent network of information technology infrastructures (ITI) including, but not limited to, the internet, telecommunications networks, computer systems, integrated sensors, system control networks and embedded processors and controllers. The term was originally coined in the cyber-punk genre of science fiction author, William Gibson. The now ubiquitous term has become a conventional means to describe anything associated with computers, information technology, the internet and the diverse internet culture.
Machinima
Machinima, a Portmanteau of machine cinema, is a collection of associated production techniques whereby computer-generated imagery (CGI) is rendered using real-time, interactive 3-D engines instead of professional 3D animation software. Engines from first-person shooter and role-playing simulation video games are typically used. Consequently, the rendering can be done in real-time using PCs (either using the computer of the creator or the viewer), rather than with complex 3D engines using huge render farms. Usually, machinima productions are produced using the tools (demo recording, camera angle, level editor, script editor, etc.) and resources (backgrounds, levels, characters, skins, etc.) available in a game.
Simulation
Simulation is often used in the training of civilian and military personnel. This usually occurs when it is prohibitively expensive or simply too dangerous to allow trainees to use the real equipment in the real world. In such situations they will spend time learning valuable lessons in a "safe" virtual environment. Often the convenience is to permit mistakes during training for a safety-critical system. Training simulations typically come in one of three categories: "live" simulation (where real people use simulated (or "dummy") equipment in the real world); "virtual" simulation (where real people use simulated equipment in a simulated world, or virtual environment), or "constructive" simulation (where simulated people use simulated equipment in a simulated environment). Constructive simulation is often referred to as "wargaming" since it bears some resemblance to table-top war games in which players command armies of soldiers and equipment that move around a board.
Stereoscopy
Stereoscopy, stereoscopic imaging or 3-D (three-dimensional) imaging is any technique capable of recording three-dimensional visual information or creating the illusion of depth in an image. The illusion of depth in a photograph, movie, or other two-dimensional image is created by presenting a slightly different image to each eye. Many 3D displays use this method to convey images. It was first invented by Sir Charles Wheatstone in 1840.[1] Stereoscopy is used in photogrammetry and also for entertainment through the production of stereograms. Stereoscopy is useful in viewing images rendered from large multi-dimensional data sets such as are produced by experimental data. Modern industrial three dimensional photography may use 3D scanners to detect and record 3 dimensional information. The three-dimensional depth information can be reconstructed from two images using a computer by corresponding the pixels in the left and right images. Solving the Correspondence problem in the field of Computer Vision aims to create meaningful depth information from two images. Traditional stereoscopic photography consists of creating a 3-D illusion starting from a pair of 2-D images. The easiest way to create depth perception in the brain is to provide the eyes of the viewer with two different images, representing two perspectives of the same object, with a minor deviation similar to the perspectives that both eyes naturally receive in binocular vision. If eyestrain and distortion are to be avoided, each of the two 2-D images preferably should be presented to each eye of the viewer so that any object at infinite distance seen by the viewer should be perceived by that eye while it is oriented straight ahead, the viewer's eyes being neither crossed nor diverging. When the picture contains no object at infinite distance, such as a horizon or a cloud, the pictures should be spaced correspondingly closer together.