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GV/Fundamental Concepts<br />

[2 Core-Tier1 and 1 Core-Tier2 hours]<br />

For nearly every computer scientist and software developer, an understanding of how humans<br />

interact with machines is essential. While these topics may be covered in a standard<br />

undergraduate graphics course, they may also be covered in introductory computer science and<br />

programming courses. Part of our motivation for including immediate and retained modes is that<br />

these modes are analogous to polling vs. event driven programming. This is a fundamental<br />

question in computer science: Is there a button object, or is there just the display of a button on<br />

the screen Note that most of the outcomes in this section are at the knowledge level, and many<br />

of these topics are revisited in greater depth in later sections.<br />

Topics:<br />

[Core-Tier1]<br />

• Media applications including user interfaces, audio and video editing, game engines, cad, visualization,<br />

virtual reality<br />

• Digitization of analog data, resolution, and the limits of human perception, e.g., pixels for visual display,<br />

dots for laser printers, and samples for audio (HCI/Foundations)<br />

• Use of standard APIs for the construction of UIs and display of standard media formats (see HCI/GUI<br />

construction)<br />

• Standard media formats, including lossless and lossy formats<br />

[Core-Tier2]<br />

• Additive and subtractive color models (CMYK and RGB) and why these provide a range of colors<br />

• Tradeoffs between storing data and re-computing data as embodied by vector and raster representations of<br />

images<br />

• Animation as a sequence of still images<br />

[Elective]<br />

• Double buffering<br />

Learning Outcomes:<br />

[Core-Tier1]<br />

1. Identify common uses of digital presentation to humans (e.g., computer graphics, sound). [Familiarity]<br />

2. Explain in general terms how analog signals can be reasonably represented by discrete samples, for<br />

example, how images can be represented by pixels. [Familiarity]<br />

3. Explain how the limits of human perception affect choices about the digital representation of analog<br />

signals. [Familiarity]<br />

4. Construct a simple user interface using a standard API. [Usage]<br />

5. Describe the differences between lossy and lossless image compression techniques, for example as<br />

reflected in common graphics image file formats such as JPG, PNG, MP3, MP4, and GIF. [Familiarity]<br />

[Core-Tier2]<br />

6. Describe color models and their use in graphics display devices. [Familiarity]<br />

7. Describe the tradeoffs between storing information vs. storing enough information to reproduce the<br />

information, as in the difference between vector and raster rendering. [Familiarity]<br />

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