Selected Papers from Computer Graphics & Visual Computing (CGVC 2021)

A special issue of Computers (ISSN 2073-431X).

Deadline for manuscript submissions: closed (15 January 2022) | Viewed by 8506

Special Issue Editors


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Guest Editor
School of Computer Science, University of Lincoln, Lincoln LN6 7TS, UK
Interests: visualisation; computer graphics; computer vision; virtual reality

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Guest Editor
Department of Computer Science, The University of Manchester, Oxford Rd, Manchester M13 9PL, UK
Interests: signal and image processing; information and scientific visualization
Special Issues, Collections and Topics in MDPI journals
Department of Computer Science, Middlesex University, London NW4 4BT, UK
Interests: data visualisation; visual analytics; machine learning
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Computer Graphics and Visual Computing (CGVC) 2021, which will take place at the University of Lincoln, UK, on 22–24 September 2021, is the 39th annual gathering on computer graphics, visualisation, and visual computing, organised by the Eurographics UK Chapter. For more information about the conference, please use this link: https://cgvc.org.uk/CGVC2021/.

Selected papers that are presented at the conference are invited to be submitted as extended versions to this Special Issue of the journal Computers after the conference. Submitted papers should be extended to the size of regular research or review articles, with a 50% extension of new results. All submitted papers will undergo a standard peer-review procedure. Accepted papers will be published in open access format in Computers and will be collected on this Special Issue website. There is no page limitation.

Please prepare and format your paper according to the Instructions for Authors. Use the LaTeX or Microsoft Word template file of the journal (both are available from the Instructions for Authors page). Manuscripts should be submitted online via our susy.mdpi.com editorial system.

Dr. Chris Headleand
Dr. Martin J. Turner
Dr. Kai Xu
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Computers is an international peer-reviewed open access monthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Published Papers (3 papers)

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Research

19 pages, 2508 KiB  
Article
Performance Analysis of an Adaptive Rate Scheme for QoE-Assured Mobile VR Video Streaming
by Thi My Chinh Chu and Hans-Jürgen Zepernick
Computers 2022, 11(5), 69; https://0-doi-org.brum.beds.ac.uk/10.3390/computers11050069 - 29 Apr 2022
Cited by 6 | Viewed by 2081
Abstract
The emerging 5G mobile networks are essential enablers for mobile virtual reality (VR) video streaming applications assuring high quality of experience (QoE) at the end-user. In addition, mobile edge computing brings computational resources closer to the user equipment (UE), which allows offloading computationally [...] Read more.
The emerging 5G mobile networks are essential enablers for mobile virtual reality (VR) video streaming applications assuring high quality of experience (QoE) at the end-user. In addition, mobile edge computing brings computational resources closer to the user equipment (UE), which allows offloading computationally intensive processing. In this paper, we consider a network architecture for mobile VR video streaming applications consisting of a server that holds the VR video content, a mobile edge virtualization with prefetching (MVP) unit that handles the VR video packets, and a head-mounted display along with a buffer, which together serve as the UE. Several modulation and coding schemes with different rates are provided by the MVP unit to adaptively cope with the varying wireless link conditions to the UE and the state of the UE buffer. The UE buffer caches VR video packets as needed to compensate for the adaptive rates. A performance analysis is conducted in terms of blocking probability, throughput, queueing delay, and average packet error rate. To capture the effect of fading severity, the analytical expressions for these performance metrics are derived for Nakagami-m fading on the wireless link from the MVP unit to the UE. Numerical results show that the proposed system meets the network requirements needed to assure the QoE levels of different mobile VR video streaming applications. Full article
(This article belongs to the Special Issue Selected Papers from Computer Graphics & Visual Computing (CGVC 2021))
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21 pages, 2607 KiB  
Article
Active Learning Activities in a Collaborative Teacher Setting in Colours, Design and Visualisation
by Jonathan C. Roberts
Computers 2022, 11(5), 68; https://0-doi-org.brum.beds.ac.uk/10.3390/computers11050068 - 29 Apr 2022
Cited by 2 | Viewed by 2508
Abstract
We present our experience with developing active learning activities in a collaborative teacher setting, along with guidelines for teachers to create them. We focus on developing learner skills in colours, design, and visualisation. Typically, teachers create content before considering learning tasks. In contrast, [...] Read more.
We present our experience with developing active learning activities in a collaborative teacher setting, along with guidelines for teachers to create them. We focus on developing learner skills in colours, design, and visualisation. Typically, teachers create content before considering learning tasks. In contrast, we develop them concurrently. In addition, teaching in a collaborative setting (where many teachers deliver or produce content) brings its own set of challenges. We developed and used a set of processes to help guide teachers to deliver appropriate learning activities within a theme that appear similarly structured and can be categorised and searched in a consistent way. Our presentation and experience of using these guidelines can act as a blueprint for others to follow and apply. We describe many of the learning activities we created and discuss how we delivered them in a bilingual (English, Welsh) setting. Delivering the learning activities within a theme (in our case, colours) means that it is possible to integrate a range of learning outcomes. Lessons can focus on, for instance, skill development in mathematics, physics, computer graphics, art, design, computer programming, and critical thought. Furthermore, colour is a topic that can motivate: it sparks curiosity and creativity, and people can learn to create their own colourful pictures, while learning and developing computing skills. Full article
(This article belongs to the Special Issue Selected Papers from Computer Graphics & Visual Computing (CGVC 2021))
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23 pages, 32899 KiB  
Article
One View Is Not Enough: Review of and Encouragement for Multiple and Alternative Representations in 3D and Immersive Visualisation
by Jonathan C. Roberts, Peter W. S. Butcher and Panagiotis D. Ritsos
Computers 2022, 11(2), 20; https://0-doi-org.brum.beds.ac.uk/10.3390/computers11020020 - 03 Feb 2022
Cited by 7 | Viewed by 3022
Abstract
The opportunities for 3D visualisations are huge. People can be immersed inside their data, interface with it in natural ways, and see it in ways that are not possible on a traditional desktop screen. Indeed, 3D visualisations, especially those that are immersed inside [...] Read more.
The opportunities for 3D visualisations are huge. People can be immersed inside their data, interface with it in natural ways, and see it in ways that are not possible on a traditional desktop screen. Indeed, 3D visualisations, especially those that are immersed inside head-mounted displays are becoming popular. Much of this growth is driven by the availability, popularity and falling cost of head-mounted displays and other immersive technologies. However, there are also challenges. For example, data visualisation objects can be obscured, important facets missed (perhaps behind the viewer), and the interfaces may be unfamiliar. Some of these challenges are not unique to 3D immersive technologies. Indeed, developers of traditional 2D exploratory visualisation tools would use alternative views, across a multiple coordinated view (MCV) system. Coordinated view interfaces help users explore the richness of the data. For instance, an alphabetical list of people in one view shows everyone in the database, while a map view depicts where they live. Each view provides a different task or purpose. While it is possible to translate some desktop interface techniques into the 3D immersive world, it is not always clear what equivalences would be. In this paper, using several case studies, we discuss the challenges and opportunities for using multiple views in immersive visualisation. Our aim is to provide a set of concepts that will enable developers to perform critical thinking, creative thinking and push the boundaries of what is possible with 3D and immersive visualisation. In summary developers should consider how to integrate many views, techniques and presentation styles, and one view is not enough when using 3D and immersive visualisations. Full article
(This article belongs to the Special Issue Selected Papers from Computer Graphics & Visual Computing (CGVC 2021))
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