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Chen, Angela – Chronicle of Higher Education, 2012
The ability to print a 3-D object may sound like science fiction, but it has been around in some form since the 1980s. Also called rapid prototyping or additive manufacturing, the idea is to take a design from a computer file and forge it into an object, often in flat cross-sections that can be assembled into a larger whole. While the printer on…
Descriptors: Engineering Education, Engineering, Campuses, Intellectual Property
Monaghan, Peter – Chronicle of Higher Education, 2007
Shawn Brixey's "Altimira" is a decidedly strange work of art--so strange that he has not, to date, put it on public display. He turns on a device, housed in a basketball-size glass chamber, and it converts rapidly pulsating radio signals emanating from pulsars--collapsed stars that spin violently, sweeping their poles like lighthouses…
Descriptors: Computer Uses in Education, Educational Technology, Computer Graphics, Information Technology
Coughlin, Ellen K. – Chronicle of Higher Education, 1987
Epigrapher and philologist Bruce Zuckerman, directs an archive of photographs and other images of ancient biblical and related texts. By using sophisticated technical photography and computer graphics, he makes his photographs of ancient texts reveal more than a camera alone ever could. (MLW)
Descriptors: Ancient History, Biblical Literature, Computer Graphics, Higher Education
Turner, Judith Axler – Chronicle of Higher Education, 1987
Computational science is defined as science done on a computer. A computer can serve as a laboratory for researchers who cannot experiment with their subjects, and as a calculator for those who otherwise might need centuries to solve some problems mathematically. The National Science Foundation's support of supercomputers is discussed. (MLW)
Descriptors: Computation, Computer Graphics, Computers, Experiments
Turner, Judith Axler – Chronicle of Higher Education, 1986
Faculty members are writing computer programs that could change the ways professors teach and students learn. Five examples of software are described including those for presenting mathematical concepts in architecture, staging a scene of a play, and an introductory course in plasma physics. (MLW)
Descriptors: Agricultural Education, Architects, Computer Graphics, Computer Software