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Unit 6 How well do you know internet slang? Select the most common definition for each term.

  1. LOL

  1. Laugh Out Loud

  2. Laugh On Line

  3. Lots Of Love

  4. Love Of Laughs

  1. POS

  1. Piece Of Sh*t

  2. Parent Over Shoulder

  3. Pop Or Soda

  4. Pick over Second

  1. BRB

  1. Burp! (excuse me)

  2. Barely Breathing

  3. Bell Rub

  4. Be Right Back

  1. GF

  1. Good Friend

  2. Get Furious

  3. Girlfriend

  4. Good Food

  1. NOOB

  1. No Boobs

  2. new person

  3. idiot

  4. none of our business

  1. l33t

  1. One Thousand Three Hundred thirty-seven

  2. Thirteen Thirty

  3. I thirty three'd

  4. Elite

  1. Less than three

  1. a small number

  2. Love

  3. Bad Odds

  1. PAW

  1. A Dog or Cat's Foot

  2. Parents Are Watching

  3. Partnership For Animal Welfare

  4. Father

  1. BCNUL8R

  1. Because You're Late

  2. Be Seeing You later

  3. Binocular

  4. This Doesn't Mean Anything.

  1. ADIEM

  1. All Day I Eat Meat

  2. And I Am

  3. Cents

  4. This Doesn't Mean Anything

Unit 7 Graphic Design Quiz

    1. Graphic Design is a multi disciplined field.

  1. True

  2. False

  1. What century did humans begin separating graphic design and fine art?

  1. 19th

  2. 20th

  3. 16th

  4. 13th

  1. Printing has a huge place in Graphic Design, what culture was the first to invent the practice of printing?

  1. Japanese

  2. French

  3. British

  4. Chinese

  1. What century was the first printing press made?

  1. 12th century

  2. 15th century

  3. 17th century

  4. 14th century

  1. Signage is one the branch offs of graphic design.

  1. True

  2. False

  1. Which of the following is a popular software in Graphic Design

  1. Adobe Photoshop

  2. Microsoft Office

  3. iWork

  4. iPhoto

  1. What were some of the traditional tools of Graphic Design?

  1. Markers

  2. Pencils

  3. Pens

  4. All of the Above

  1. Which of the following are types of graphic design?

  1. Typography

  2. Page layout

  3. Printmaking

  4. All of the Above

  1. Which of the following are occupations of a graphic designer?

  1. Production Artist

  2. Art Director

  3. Both

  4. None of the Above

  1. Road signs are even a part of Graphic Design.

  1. True

  2. False

Scripts Unit 1 Artificial and Natural Intelligence

The term "artificial intelligence" is a source of much confusion because artificial intelligence may be interpreted as the opposite of real intelligence.

For any phenomenon, you can distinguish real versus fake, where the fake is non-real. You can also distinguish natural versus artificial. Natural means occurring in nature and artificial means made by people.

Example: A tsunami is a large wave in an ocean caused by an earthquake or a landslide. Natural tsunamis occur from time to time. You could imagine an artificial tsunami that was made by people, for example, by exploding a bomb in the ocean, yet which is still a real tsunami. One could also imagine fake tsunamis: either artificial, using computer graphics, or natural, for example, a mirage that looks like a tsunami but is not one.

It is arguable that intelligence is different: you cannot have fake intelligence. If an agent behaves intelligently, it is intelligent. It is only the external behavior that defines intelligence; acting intelligently is being intelligent. Thus, artificial intelligence, if and when it is achieved, will be real intelligence created artificially.

This idea of intelligence being defined by external behavior was the motivation for a test for intelligence designed by Turing, which has become known as the Turing test. There has been much debate about the Turing test. Unfortunately, although it may provide a test for how to recognize intelligence, it does not provide a way to get there; trying each year to fake it does not seem like a useful avenue of research.

The obvious naturally intelligent agent is the human being. Some people might say that worms, insects are intelligent, but more people would say that dogs, whales are intelligent. One class of intelligent agents that may be more intelligent than humans is the class of organizations. Ant colonies are a prototypical example of organizations. Each individual ant may not be very intelligent, but an ant colony can act more intelligently than any individual ant. The colony can find food and exploit it very effectively as well as adapt to changing circumstances. Similarly, companies can develop, manufacture, and distribute products where the sum of the skills required is much more than any individual could master. Modern computers, from low-level hardware to high-level software, are more complicated than any human can understand, yet they are manufactured daily by organizations of humans. Human society viewed as an agent is arguably the most intelligent agent known.

Unit 2

Automatic Modeling of Virtual Humans and Body Clothing

Human body modeling and animation have been one of the most difficult tasks encountered by animators. In particular, realistic human body modeling requires an accurate geometric surface throughout the simulation. At this time, a variety of human body modeling methodologies are available, that can be classified into three major categories: creative, reconstructive, and interpolated.

Anatomically based modelers, such as Scheepers, Shen and Thalmann and Wilhelms and Van Gelder fall into the former approach. They observe that the models should mimic actual components of the body and their models consist of multi-layers for simulating individual muscles, bones and tissues. While allowing for an interactive design, they however require considerable user intervention and thus suffer from a relatively slow production time and a lack of efficient control facilities.

Lately, much work has been devoted to the reconstructive approach to build 3D geometry of human automatically by capturing existing shape. Some of them rely on stereo, structured light, or 3D scanners. Some systems use 2D images either from video sequences or from photos. While they are effective and visually convincing, one limiting factor of these techniques lies in that they hardly give any control to the user; i.e., it is very difficult to automatically modify resulting models to different shapes as the user intends.

The third major category, interpolated modeling, uses sets of example models with an interpolation scheme to construct new models. Because interpolation provides a way to leverage existing models to generate new ones with a high level of control in an interactive time, it has gained growing popularity in various graphical objects including human models.

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