A method is proposed for the distribution of examination problems over multiple course events, to maximize variation and minimize predictability, primarily targeting mathematics education, but generically applicable to all types of examination papers where problems can be quantified along at least two independent dimensions. The suggested method is based on experience gained from the development and implementation of an automatic system for the generation of examination papers in a discrete mathematics course at Uppsala University in Sweden.
Wildcards are of significant value for the simplification of state diagrams and truth tables for the representation of finite state machines. In this paper a new type of wildcard is introduced, called a generic state, which without any loss of information may further simplify such representations.
Inverse solutions to interpolation techniques in computer graphics may increase the accuracy of the rendered frames. An example is the use of an arbitrary time stamp in time interpolation to evaluate the t-parameter, which in turn can be used for time-variant spatial interpolation. In this paper, an analytic inverse is presented for a shape-preserving piecewise cubic Hermite interpolant, used in context with camera trajectory interpolation.
An application for music composition using L- system is presented as an experimental platform for further research on the topic of the composition of interactive music for computer games. L-system is presently used in many high- end computer games for the generation of natural surroundings, but there has been little research performed on the subject of L- system music composition. However, by its very nature, including data compression, parameterization, and the generation of tree structures, L-system seems currently to be an optimal method for such application.
The multilayer feedforward neural network is presently one of the most popular computational methods in computer science. However, the current method for the evaluation of its weights is performed by a relatively slow iterative method known as backpropagation. According to previous research on a large-scale neural network with many hidden nodes, attempts to use an analytic method for the evaluation of the weights by the linear least square method showed to accelerate the evaluation process significantly. Nevertheless, the evaluated network showed in preliminary tests to fail in robustness compared to well-trained networks by backpropagation, thus resembling overtrained networks. This paper presents the design and verification of a new method that solves the robustness issues for such a neural network, along with MATLAB code for the verification of key experiments.
This paper presents an application developed as a research platform for the real-time generation of 3D L- system structures, including rudimentary game physics and a freely scalable depth buffer that enables the user to interact with the L-system geometries, and in addition to render a mathematically defined world that is virtually unlimited in scope.
An application is developed as a research platform for the real-time generation of 3D L-system structures. The application includes rudimentary game physics, which enables the user to interact with the L-system geometries, creating an environment suited for experimentation in the creation of 3D cyberworlds.
A system was developed for the automatic generation of chess variants in a computer game. The system is able to generate 5000 relatively unique board configurations using a modular cellular automaton based on a new variation of Conway's Game of Life in combination with modular constraints.
A new technique is presented within the field of multimedia software applications, based on a logarithmic shape-preserving piecewise cubic Hermite interpolant for evaluation of camera trajectories in mathematically generated large-scale geometries, such as 3D fractals, with the ability to eliminate the oscillations that currently are associated with interpolation of exponential zooms.
This book series presents a new type of cellular automata for 2D pattern generation, characterized by a high reproduction rate, in combination with the application of a small-sized 2D modular square lattice. The presented patterns are in the spirit of mathematical minimalism, generated from rudimentary kernels and a minimal set of rules. In similarity with fractals, this new concept could provide for the generation of patterns and geometries with applications in areas such as, visual arts, logo design, architecture, and game design.