Principles of interactive computer graphics (2nd ed.)
Principles of interactive computer graphics (2nd ed.)
Teaching Children to be Mathematicians vs. Teaching About Mathematics
Teaching Children to be Mathematicians vs. Teaching About Mathematics
How to color in a coloring book
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
An actor-based computer animation language
UODIGS '76 Proceedings of the ACM/SIGGRAPH Workshop on User-oriented Design of Interactive Graphics Systems
A graphics package for the first day and beyond
Proceedings of the 40th ACM technical symposium on Computer science education
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Until recently, most computer graphics systems have been oriented toward the display of line drawings, continually refreshing the screen from a display list of vectors. Developments such as plasma panel displays and rapidly declining memory prices have now made feasible raster graphics systems, which instead associate some memory with each point on the screen, and display points according to the contents of the memory. This paper discusses the advantages and limitations of such systems. Raster systems permit operations which are not feasible on vector displays, such as reading directly from the screen as well as writing it, and manipulating two dimensional areas as well as vectors. Conceptual differences between programming for raster and vector systems are illustrated with a description of the author's TV Turtle, a graphics system for raster scan video display terminals. This system is imbedded in Logo, a Lisp-like interactive programming language designed for use by kids, and is based on Logo's turtle geometry approach to graphics. Logo provides powerful ideas for using graphics which are easy for kids to learn, yet generalize naturally when advanced capabilities such as primitives for animation and color are added to the system.