Strategi pemasaran dalam memasarkan perumahan merupakan hal sangat penting untuk menarik calon pembeli. Salah satu strateginya yaitu adalah pengelompokan perumahan kedalam berbagai tipe dan jenis ...rumah disesuaikan dengan kondisi masyarakat. Informasi yang diberikan masih membingungkan bagi calon pembeli karena hanya diberikan tampilan berupa 2 dimensi saja. Media penyampaian informasi pemasaran saat ini belum cukup memberikan gambaran produk atau properti bagi konsumen/masyarakat.Tujuan dari penelitian ini agar konsumen atau calon pembeli mendapatkan informasi mengenai produk rumah. Obyek penelitian adalah pembuatan visualisasi 3D mengumpulan data dilakukan dengan metode studi pustaka dan wawancara. Dengan menerapkan beberapa ilmu grafika komputer serta kemudian perancangan dan pembuatan visualisasi 3D menggunakan metode pipeline yaitu perancangan sistem: pengembangan dan pra produksi selanjutnya implementasi sistem: peoduksi dan pasca produksi lalu kamudian pengujian sistem. Hal akhir yang ingin dicapai sesuai dengan hasil pengujian terhadap responden(calon pembeli) yaitu diperoleh persentasi hasil adalah 60% Sangat Setuju , 41,666% Setuju, dan 1,666% Kurang Setuju dari hasil pengujian tersebut didapat kesimpulanbahwa visualisasi 3D perumahan sebagai media informasi pemasaran yang dibuat ini dapat sistem visualisasi 3D bangunan perumahan dapat membantu memberi informasi mengenai gambaran produk kepada calon pembeli di Griya Taman Srago.
Storytelling with data Nussbaumer Knaflic, Cole
2015/01/01, 2015, 2015-11-02T00:00:00, 2015-10-07
eBook
Don't simply show your data—tell a story with it!Storytelling with Data teaches you the fundamentals of data visualization and how to communicate effectively with data. You'll discover the power of ...storytelling and the way to make data a pivotal point in your story. The lessons in this illuminative text are grounded in theory, but made accessible through numerous real-world examples—ready for immediate application to your next graph or presentation.Storytelling is not an inherent skill, especially when it comes to data visualization, and the tools at our disposal don't make it any easier. This book demonstrates how to go beyond conventional tools to reach the root of your data, and how to use your data to create an engaging, informative, compelling story. Specifically, you'll learn how to:Understand the importance of context and audienceDetermine the appropriate type of graph for your situationRecognize and eliminate the clutter clouding your informationDirect your audience's attention to the most important parts of your dataThink like a designer and utilize concepts of design in data visualizationLeverage the power of storytelling to help your message resonate with your audienceTogether, the lessons in this book will help you turn your data into high impact visual stories that stick with your audience. Rid your world of ineffective graphs, one exploding 3D pie chart at a time. There is a story in your data—Storytelling with Data will give you the skills and power to tell it!
Kljub tehnološkemu napredku zadnjih stoletij in desetletij se še vedno soočamo s problematiko prikaza in upodobitve barve v različnih medijih in ohranjanja zaznave barve. Ena od možnosti, za katero ...se lahko odločimo pri zagotavljanju stalne barvne zaznave, so modeli barvnega zaznavanja. Trenutno je aktualen CIECAM02, ki se še vedno ne uporablja v 3D računalniški grafi ki, s katero se vsak dan srečujemo. Namen raziskave je bil pregled barvnih prostorov v 3D računalniški grafiki, pregled reprodukcije barv in materialov, algoritmov za senčenje ter izbranih sodobnih tehnologij upodabljanja za doseganje korektne končne vizualizacije. V nadaljevanju smo želeli proučiti model barvnega zaznavanja CIECAM02 do te mere, da bi ga lahko uporabili v povezavi s 3D računalniško grafiko. V ta namen smo v programu Blender postavili testno sceno in jo upodobili s tremi upodobljevalniki: Blender Render in Cycles, ki sta že vgrajena, in z dodatkom Yafaray. Izkazalo se je, da CIECAM02 lahko uporabimo tudi v 3D prostoru in da z njegovo uporabo dobimo boljše rezultate ujemanja barv pri spremembi ozadja. Poleg tega smo ugotovili, da barv ne upodabljajo vsi upodobljevalniki enako. Omenjena raziskava je aktualna za vse, ki želijo svoje dvo- ali tridimezionalne izdelke predstaviti s pomočjo 3D računalniške grafike, torej tudi za področje vizualizacij oblačil in tekstilnih izdelkov, ki se uporabljajo pri modnem oblikovanju in oblikovanju interjerjev, avtomobilski, navtični in letalski industriji ter tudi širše, kjer so dovršene 3D vizualizacije tekstilij in oblačil nepogrešljivi element vizualnih in grafičnih komunikacij.
Pierwszy raz polskie artystki wzięły udział w Olimpijskim Konkursie Sztuki i Literatury w 1928 r. w Amsterdamie. W kolejnych konkursach, w latach 1932, 1936 i 1948, uczestniczyły one w działach ...malarstwa i grafiki, rzeźby i muzyki. W konkursach w dziale rzeźby brały udział dwie nasze artystki, w dziale muzyki – jedna, w dziale malarstwa i grafiki – 15. Łącznie w latach 1928–1948 w Olimpijskich Konkursach Sztuki i Literatury na czterech letnich igrzyskach olimpijskich uczestniczyło 18 polskich artystek, zdobywając jeden medal srebrny (Janina Konarska – grafika) oraz jedno wyróżnienie honorowe (Grażyna Bacewicz – muzyka). Nasze artystki, podobnie jak sportsmenki, powinny więc otrzymać miano olimpijek, gdyż w latach 1912–1948 w oficjalnym programie igrzysk olimpijskich były konkursy sztuki, a ich laureatów nagradzano takimi samymi medalami jak sportowców.
55% new material in the latest edition of this "must-have" for students and practitioners of image & video processing!This Handbook is intended to serve as the basic reference point on image and ...video processing, in the field, in the research laboratory, and in the classroom. Each chapter has been written by carefully selected, distinguished experts specializing in that topic and carefully reviewed by the Editor, Al Bovik, ensuring that the greatest depth of understanding be communicated to the reader. Coverage includes introductory, intermediate and advanced topics and as such, this book serves equally well as classroom textbook as reference resource. . Provides practicing engineers and students with a highly accessible resource for learning and using image/video processing theory and algorithms . Includes a new chapter on image processing education, which should prove invaluable for those developing or modifying their curricula . Covers the various image and video processing standards that exist and are emerging, driving today's explosive industry . Offers an understanding of what images are, how they are modeled, and gives an introduction to how they are perceived . Introduces the necessary, practical background to allow engineering students to acquire and process their own digital image or video data . Culminates with a diverse set of applications chapters, covered in sufficient depth to serve as extensible models to the reader's own potential applications About the Editor. Al Bovik is the Cullen Trust for Higher Education Endowed Professor at The University of Texas at Austin, where he is the Director of the Laboratory for Image and Video Engineering (LIVE). He has published over 400 technical articles in the general area of image and video processing and holds two U.S. patents. Dr. Bovik was Distinguished Lecturer of the IEEE Signal Processing Society (2000), received the IEEE Signal Processing Society Meritorious Service Award (1998), the IEEE Third Millennium Medal (2000), and twice was a two-time Honorable Mention winner of the international Pattern Recognition Society Award. He is a Fellow of the IEEE, was Editor-in-Chief, of the IEEE Transactions on Image Processing (1996-2002), has served on and continues to serve on many other professional boards and panels, and was the Founding General Chairman of the IEEE International Conference on Image Processing which was held in Austin, Texas in 1994.
* No other resource for image and video processing contains the same breadth of up-to-date coverage* Each chapter written by one or several of the top experts working in that area* Includes all essential mathematics, techniques, and algorithms for every type of image and video processing used by electrical engineers, computer scientists, internet developers, bioengineers, and scientists in various, image-intensive disciplines
Visualization Handbook Hansen, Charles D; Johnson, Chris R., Jr; Johnson, Chris R
2005, 2004, 2004-12-15T00:00:00, 2011-08-30
eBook
This Handbook provides an overview of the field of visualization by presenting the basic concepts, providing a snapshot of current visualization software systems, and examining research topics that ...are advancing the field. This text is intended for a broad audience, including not only the visualization expert seeking advanced methods to solve a particular problem, but also the novice looking for general background information on visualization topics. The largest collection of state-of-the-art visualization research yet gathered in a single volume, this book includes articles by a who’s who of international scientific visualization researchers covering every aspect of the discipline, including:Virtual environments for visualizationBasic visualization algorithmsLarge-scale data visualizationScalar data isosurface methodsVisualization software and frameworksScalar data volume renderingPerceptual issues in visualizationVarious application topics, including information visualization.This covers a wide range of topics, in 47 chapters, representing the state-of-the-art of scientific visualization.
Developing Graphics Frameworks with Python and OpenGL shows you how to create software for rendering complete three-dimensional scenes. The authors explain the foundational theoretical concepts as ...well as the practical programming techniques that will enable you to create your own animated and interactive computer-generated worlds. You will learn how to combine the power of OpenGL, the most widely adopted cross-platform API for GPU programming, with the accessibility and versatility of the Python programming language. Topics you will explore include generating geometric shapes, transforming objects with matrices, applying image-based textures to surfaces, and lighting your scene. Advanced sections explain how to implement procedurally generated textures, postprocessing effects, and shadow mapping. In addition to the sophisticated graphics framework you will develop throughout this book, with the foundational knowledge you will gain, you will be able to adapt and extend the framework to achieve even more spectacular graphical results.