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Jim X. Chen

Other affiliations: Southwest Jiaotong University
Bio: Jim X. Chen is an academic researcher from George Mason University. The author has contributed to research in topics: Rendering (computer graphics) & Visualization. The author has an hindex of 19, co-authored 123 publications receiving 1758 citations. Previous affiliations of Jim X. Chen include Southwest Jiaotong University.


Papers
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Journal ArticleDOI
TL;DR: A general model is presented that describes how the interplay between virtual reality's features and other important factors in shaping the learning process and learning outcomes for this type of material work together.
Abstract: Designers and evaluators of immersive virtual reality systems have many ideas concerning how virtual reality can facilitate learning. However, we have little information concerning which of virtual reality's features provide the most leverage for enhancing understanding or how to customize those affordances for different learning environments. In part, this reflects the truly complex nature of learning. Features of a learning environment do not act in isolation; other factors such as the concepts or skills to be learned, individual characteristics, the learning experience, and the interaction experience all play a role in shaping the learning process and its outcomes. Through Project Science Space, we have been trying to identify, use, and evaluate immersive virtual reality's affordances as a means to facilitate the mastery of complex, abstract concepts. In doing so, we are beginning to understand the interplay between virtual reality's features and other important factors in shaping the learning process and learning outcomes for this type of material. In this paper, we present a general model that describes how we think these factors work together and discuss some of the lessons we are learning about virtual reality's affordances in the context of this model for complex conceptual learning.

298 citations

Book ChapterDOI
01 Jan 2009

268 citations

Journal ArticleDOI
TL;DR: A new method for physically based modeling and interactive-rate simulation of 3D fluids in computer graphics by solving the 2D Navier-Stokes equations using a computational fluid dynamics method.

139 citations

Journal ArticleDOI
21 Jun 2016
TL;DR: By discussing the board game (Go) and the recent successful computer system (AlphaGo), associate EIC Jim X. Chen presents an overview of the evolution of computing and hardware efficiency, which has a significant impact on artificial intelligence.
Abstract: By discussing the board game (Go) and the recent successful computer system (AlphaGo), associate EIC Jim X. Chen presents an overview of the evolution of computing and hardware efficiency. The emphasis is on sharing information about the evolution of computing, which has a significant impact on artificial intelligence.

126 citations

Journal ArticleDOI
TL;DR: The authors consider how solving the 2D Navier-Stokes equations via a computational fluid dynamics method lets us map surfaces into 3D and achieves realistic real-time fluid surface behaviours.
Abstract: Simulating physically realistic complex fluid behaviors in a distributed interactive simulation (DIS) presents a challenging problem for computer graphics researchers. The authors consider how solving the 2D Navier-Stokes equations via a computational fluid dynamics method lets us map surfaces into 3D and achieves realistic real-time fluid surface behaviours.

89 citations


Cited by
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Book
01 Jan 2003
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Abstract: From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.

4,965 citations

Journal ArticleDOI
TL;DR: The development of specialized software for spatial data analysis has seen rapid growth since the lack of such tools was lamented in the late 1980s by Haining (1989) and cited as a major impediment to the adoption and use of spatial statistics by GIS researchers.
Abstract: The development of specialized software for spatial data analysis has seen rapid growth since the lack of such tools was lamented in the late 1980s by Haining (1989) and cited as a major impediment to the adoption and use of spatial statistics by GIS researchers. Initially, attention tended to focus on conceptual issues, such as how to integrate spatial statistical methods and a GIS environment (loosely vs. tightly coupled, embedded vs. modular, etc.), and which techniques would be most fruitfully included in such a framework. Familiar reviews of these issues are represented in, among others, Anselin and Getis (1992), Goodchild et al. (1992), Fischer and Nijkamp (1993), Fotheringham and Rogerson (1993, 1994), Fischer et al. (1996), and Fischer and Getis (1997). Today, the situation is quite different, and a fairly substantial collection of spatial data analysis software is readily available, ranging from niche programs, customized scripts and extensions for commercial statistical and GIS packages, to a burgeoning open source effort using software environments such as R, Java and Python. This is exemplified by the growing contents of the software tools clearing house maintained by the U.S.- based Center for Spatially Integrated Social Science [CSISS] (see http://www.csiss.org/clearinghouse/).

2,481 citations

Book
23 Jun 2005
TL;DR: This reading book is your chosen book to accompany you when in your free time, in your lonely, this kind of book can help to heal the lonely and get or add the inspirations to be more inoperative.
Abstract: The educating the net generation that we provide for you will be ultimate to give preference. This reading book is your chosen book to accompany you when in your free time, in your lonely. This kind of book can help you to heal the lonely and get or add the inspirations to be more inoperative. Yeah, book as the widow of the world can be very inspiring manners. As here, this book is also created by an inspiring author that can make influences of you to do more.

2,170 citations

Proceedings ArticleDOI
01 Jul 1999
TL;DR: This paper proposes an unconditionally stable model which still produces complex fluid-like flows and the stability of the model allows us to take larger time steps and therefore achieve faster simulations.
Abstract: Building animation tools for fluid-like motions is an important and challenging problem with many applications in computer graphics. The use of physics-based models for fluid flow can greatly assist in creating such tools. Physical models, unlike key frame or procedural based techniques, permit an animator to almost effortlessly create interesting, swirling fluid-like behaviors. Also, the interaction of flows with objects and virtual forces is handled elegantly. Until recently, it was believed that physical fluid models were too expensive to allow real-time interaction. This was largely due to the fact that previous models used unstable schemes to solve the physical equations governing a fluid. In this paper, for the first time, we propose an unconditionally stable model which still produces complex fluid-like flows. As well, our method is very easy to implement. The stability of our model allows us to take larger time steps and therefore achieve faster simulations. We have used our model in conjuction with advecting solid textures to create many fluid-like animations interactively in twoand three-dimensions. CR Categories: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Animation

1,640 citations

Journal ArticleDOI

1,604 citations