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Ivanlino Santana | Computer Science |

Report 2
COMPUTATIONAL THINKING
Table of Contents
Introduction................................................................................................................. 2
Graphics....................................................................................................................... 3
Real World using Computer Graphics........................................................................4
Representation of Computer Graphics......................................................................4
Points and Vectors.................................................................................................4
How to represent vectors.......................................................................................... 5
GRAPHICS 2D/3D...................................................................................................... 6
Relevance of Graphics in Computer Science.............................................................7
PROBABILITY................................................................................................................ 8
Application of Probabilities to cs...............................................................................9
Statistics.................................................................................................................... 10
Statistics and CS..................................................................................................... 11
Summary................................................................................................................... 12
References................................................................................................................. 13

PAGE 1
Introduction
This report will cover three different topics. Graphics 2D/3D,
Probability and Statistics. It covers all the concepts and
characteristics of each topic and how can they be applied to
computer science.

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Graphics
A graphic is a representation of the data, in the form of geometric
figures - diagrams, drawings, or images - that allows the reader a
quick and objective interpretation of these data.

Therefore, a graphic summarizes what is known about the data and


also reveals what is not evident, transmitting ideas that are hardly
visible otherwise.

In computer science, graphics is known as graphic images generated


by computer. The designs used in video games are considered
graphic.

For example, in the game FIFA 2016 the graphics are so real that can
mislead anyone.

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REAL WORLD USING COMPUTER GRAPHICS

In computer graphics, models are used to represent the physical


world entities and phenomena real world on the computer. There are
several classes or methods of constructing three-dimensional
models. Each has some advantages and disadvantages, adapting
better to one or another application. Modelling is the process of
describing a model, object or scene so that you can draw it.

Several 3D objects representation techniques are being developed in


Computer Graphic, and some of the data structure is determined by
modeling technique. In general, the form of representation
determines the data structure to be used, the cost of processing an
object through 3D visualization pipeline, appearance end of an object
and the facility to change the shape.

REPRESENTATION OF COMPUTER GRAPHICS

The most common way of representing 3D models is through a mesh


polygon. That is, it defines a set of vertices in space (geometry) and
how these vertices must be attached to form closed polygons called
face (topology), which may be triangles or squares.

Points and Vectors


In computer graphics usually a point is the vertex of a 3D figure, and
a vector is normally represented by a line or an arrow that doesnt
have a fixed location in space.
A vector has two properties:

Length

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Direction

The combination of both is usually called displacement.

HOW TO REPRESENT VECTORS


Column matrix are used to represent vectors and also used to
represent points.
A geometric vector may be represented with a list of numbers
called a column matrix.

2.9
-4.6
0.0

A column matrix is an ordered list of numbers written in a


column.
Each number of the column matrix is called an element. The
numbers are real numbers.
The number of elements in a vector is called its dimension.
Vectors can be also represented with a row matrix but they are not
the same.

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GRAPHICS 2D/3D

The terms 2D and 3D represent two-dimensional and three-


dimensional. They are named for the number of dimensions that
portray. 2D is an object in only two dimensions, while 3D represents
an object in three dimensions.

The dimension is any spatial extension, such as length, width, height


depth etc. It is better to think about this with an example. A car has
three dimensions. In fact, everything in our reality is three-
dimensional. It has length, width and height, but a photograph of a
car or a car drawing has only two dimensions. In the photo or
drawing, you can only see and measure the length and height, while
the depth or width is indistinguishable.

As technology has improved, 3D computer graphics have


become more common.

PAGE 6
RELEVANCE OF GRAPHICS IN COMPUTER SCIENCE
Medical imaging is a good example of how graphics make computer
data more meaningful. When doctors show you a brain or body scan,
you're looking at a computer graphic representation drawn using vast
amounts of data produced from thousands or perhaps even millions
of measurements.
That's really the key point about computer graphics: they turn
complex computer science into everyday art we can all grasp,
instantly and intuitively. Another good example of the relevance of the
graphics in computer science is that back in the days the interface of
the computers was completely unfriendly with no kind of graphics just
a black and green screen, but now the computers are more intuitive
full of graphics which make easy to the user to understand what is
being made.

PAGE 7
PROBABILITY

Probability is a branch of mathematics that aims to formulate


theoretical models, abstract, for the mathematical treatment of the
occurrence (or nonoccurrence) Random phenomenon. Often we do
not notice that we are calculating odds as when, for a moment, think
about the remote possibility of win a prize in the lottery, lottery or
other game of chance. Basically probability is how likely something is
to happen.
Many events can't be predicted with total certainty. The best we can
say is how likely they are to happen, using the idea of probability.
Ex:1
When a coin is tossed, there are two possible outcomes:

heads (H) or

tails (T)

We say that the probability of the coin landing H is .


And the probability of the coin landing T is .

Ex:2
Throwing Dice

When a single dice is thrown, there are six possible outcomes: 1, 2,


3, 4, 5, 6.

The probability of any one of them is 1/6.

In general:

Probability of an event happening =Number of ways it can happen

Total number of outcomes

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APPLICATION OF PROBABILITIES TO CS

Probability theory has never ceased to occupy an important place


both in scientific development or in practical problems that man faces.
The main use of probability in our life is to measure the success or
the fail of something, same goes for the use of probability in
programming.
Programmers use probability to measure the success of the
program before running it.
Probability is also an aspect of building any program.
Probability have been now playing a very big role in computer
programming.

Statistics

PAGE 9
Statistics is a part of mathematics that provides methods for the
collection, organization, description, analysis and interpretation of
data and their use in decision making. Its essential feature is to
provide inferential methods, which allow conclusions that transcend
the data initially.

Statistics is divided into two areas:

Descriptive statistics: it is the collection, organization and


description of the numerical data to a population or sample.

Statistical inductive or inferential: it is the collection of methods


and techniques used to study a population based on probability
samples of this same population.

In applying statistics to a problem, it is common practice to start with


a population or process to be studied. Populations can be diverse
topics such as "all persons living in a country" or "every atom
composing a crystal".

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STATISTICS AND CS

Early statistical models were almost always from the class of linear
models, but powerful computers, coupled with suitable numerical
algorithms, caused an increased interest in nonlinear models (such
as neural networks) as well as the creation of new types, such as
generalized linear models and multilevel models.

PAGE 11
Summary
This report provides an analysis on three different topics, graphics
2/3D, probability and statistics. Every topic was covered giving an
example of how could be applied in computer science
I have used the feedback given before as a guidance for this report
and saved some more space instead of using information with less
importance, this time I covered also something more about the true
meaning of each topic.
After doing the report I have realized that some of the topics could
have being more well explained in lecture/tutorial. Most of the
information contained on this report its easily explained with
examples instead of theory.

PAGE 12
References

Manssour, I. (2006) Publicaes. Available


at:http://www.inf.pucrs.br/manssour/Publicacoes/TutorialSib2006.pdf

Wikipedia (2014). Available at: https://pt.wikipedia.org/wiki/Computa%C3%A7%C3%A3o_gr


%C3%A1fica

Holzner, S,What is a Vector?. Available at: http://www.dummies.com/how-to/content/what-is-


a-vector.html

Woodford, Chris. (2015) Computer Graphics. Available


at: http://www.explainthatstuff.com/computer-graphics.html

Wikipedia, Statistics. Available


at:https://en.wikipedia.org/wiki/Statistics#History_of_statistical_science

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