An Authoring Tool for Educators to Make Virtual Labs
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Travail De Bachelor 2018 Outil De Sensibilisation Ludique
Travail de Bachelor 2018 Outil de sensibilisation ludique Serious game – AcquOie Game Etudiant-e : Taylan Caloz-Üregen Professeur : David Wannier HES-SO Valais-Wallis • rue de la Plaine 2 • 3960 Sierre +41 27 606 89 11 • [email protected] • www.hevs.ch Source de l’iMage d’illustration en page de tire : Donnée personnelle Résumé Ce docuMent traite des serious games, ou jeux sérieux en français. Nous commencerons par définir ce type de jeux qui Mélange pour la plupart l’aspect ludique des jeux vidéo et un côté pédagogique. Nous nous intéresserons aux réels objectifs d’un serious game afin de savoir si le développeMent et la conception d’une telle application sont pertinents. Ensuite, nous nous attarderons sur l’analyse des différents besoins nécessaires à l’élaboration de ce type de jeux. Nous définirons les besoins de notre client, ressortis lors de notre entretien, que nous veillerons à satisfaire avec le développeMent de notre application. Nous établirons un état de l’art afin de faire ressortir les éléMents intéressants qui ont déjà été conçus dans le Milieu des jeux sérieux : le développeMent durable et l’eau en particulier. Nous nous pencherons enfin sur les différentes plateforMes et technologies sur lesquelles nous pouvons concevoir ce type de jeu. Une fois la plateforMe choisie, nous analyserons les différentes technologies perMettant de concevoir au Mieux un serious game. Nous étudierons différentes librairies JavaScript, ainsi que des Moteurs de jeu transpilé (développé selon un langage, puis traduit et coMpilé en JavaScript). Puis nous passerons à la partie conception de notre jeu sérieux. Nous dresserons une liste des Métiers du jeu vidéo, et nous développerons dans le détail les différentes étapes de sa conception : scénario, graphisMe, architecture de notre projet, les Modes de jeux et les différentes Manières de sauvegarder les données du jeu. -
The Web. Webgl, Webvr and Gltf GDC, February 2017
Reaching the Largest Gaming Platform of All: The Web. WebGL, WebVR and glTF GDC, February 2017 Neil Trevett Vice President Developer Ecosystem, NVIDIA | President, Khronos | glTF Chair [email protected] | @neilt3d © Copyright Khronos Group 2017 - Page 1 Khronos News Here at GDC 2017 • WebGL™ 2.0 Specification Finalized and Shipping - https://www.khronos.org/blog/webgl-2.0-arrives • Developer preview on glTF™ 2.0 - https://www.khronos.org/blog/call-for-feedback-on-gltf-2.0 • Announcing OpenXR™ for Portable Virtual Reality - https://www.khronos.org/blog/the-openxr-working-group-is-here • Call for Participation in the 3D Portability Exploratory Group - A native API for rendering code that can run efficiently over Vulkan, DX12 and Metal khronos.org/3dportability • Adoption Grows for Vulkan®; New Features Released - Details here © Copyright Khronos Group 2017 - Page 2 OpenXR – Portable Virtual Reality © Copyright Khronos Group 2017 - Page 3 OpenXR Details OpenXR Working Group Members Design work has started in December Estimate 12-18 months to release WebVR would use WebGL and OpenXR © Copyright Khronos Group 2017 - Page 4 3D Portability API – Call For Participation ‘WebGL Next’ - Lifts ‘Portability API’ to A Portability Solution JavaScript and WebAssembly needs to address APIs and - Provides foundational graphics shading languages and GPU compute for the Web ‘Portability Solution’ Portability API Spec + Shading Language open source tools API MIR MSL Overlap ‘Portability API’ DX IL Specification Analysis HLSL GLSL Open source compilers/translators for shading and intermediate languages © Copyright Khronos Group 2017 - Page 5 Speakers and Topics for This Session Google WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Three.js Three.js Ricardo Cabello (Mr.doob) Google WebVR Brandon Jones NVIDIA - Neil Trevett glTF Microsoft - Saurabh Bhatia All Q&A © Copyright Khronos Group 2017 - Page 6 WebGL 2.0 Zhenyao Mo, Kai Ninomiya, Ken Russell Google, Inc. -
Webgl™ Optimizations for Mobile
WebGL™ Optimizations for Mobile Lorenzo Dal Col Senior Software Engineer, ARM 1 Agenda 1. Introduction to WebGL™ on mobile . Rendering Pipeline . Locate the bottleneck 2. Performance analysis and debugging tools for WebGL . Generic optimization tips 3. PlayCanvas experience . WebGL Inspector 4. Use case: PlayCanvas Swooop . ARM® DS-5 Streamline . ARM Mali™ Graphics Debugger 5. Q & A 2 Bring the Power of OpenGL® ES to Mobile Browsers What is WebGL™? Why WebGL? . A cross-platform, royalty free web . It brings plug-in free 3D to the web, standard implemented right into the browser. Low-level 3D graphics API . Major browser vendors are members of . Based on OpenGL® ES 2.0 the WebGL Working Group: . A shader based API using GLSL . Apple (Safari® browser) . Mozilla (Firefox® browser) (OpenGL Shading Language) . Google (Chrome™ browser) . Opera (Opera™ browser) . Some concessions made to JavaScript™ (memory management) 3 Introduction to WebGL™ . How does it fit in a web browser? . You use JavaScript™ to control it. Your JavaScript is embedded in HTML5 and uses its Canvas element to draw on. What do you need to start creating graphics? . Obtain WebGLrenderingContext object for a given HTMLCanvasElement. It creates a drawing buffer into which the API calls are rendered. For example: var canvas = document.getElementById('canvas1'); var gl = canvas.getContext('webgl'); canvas.width = newWidth; canvas.height = newHeight; gl.viewport(0, 0, canvas.width, canvas.height); 4 WebGL™ Stack What is happening when a WebGL page is loaded . User enters URL . HTTP stack requests the HTML page Browser . Additional requests will be necessary to get Space User JavaScript™ code and other resources WebKit JavaScript Engine . -
SRJC CS42 5363 Sp 2021 Syllabus Final V2
CS42: Introduction to Game Coding Section 5363, Spring 2021 Course Syllabus Instructor: Ethan Wilde (he/him/his), [email protected] Course Description This course introduces students to the design, development, and coding of simple graphical computer-based games. During the course, students will be introduced to various game engines and development environments. Students will gain experience working individually and in a team environment. Emphasis is placed on engaging players through compelling application of game mechanics, dynamics, and aesthetics, as well as on playtesting and iterative development to ensure user-centered design goals are met. Recommended Preparation: Course completion of CS 110A and/or programming experience Prerequisites: None Whether you want to become a member of a professional AAA game development team, or just want to try your hand as an independent game developer, mastery of the game development process, including coding, is essential to those goals. We will work with the ECMA-compliant JavaScript language and real-world tools to develop proficiency in the creation of browser- based, mobile and console games. This course will follow the Transformational Process in development of final game projects. Student Learning Outcomes Students will be able to: 1. Understand and apply systems-level thinking and game development methodology best practices to the design and development of simple graphical computer-based games. 2. Develop team-based game creation skills that cover game logic sequencing; storyboarding; artistic and technical coordination; and understanding of technical requirements and limitations. Upon completion of the course, students will be able to: 1. Explain factors that motivate game players and apply those to the design of games that satisfy the needs of players. -
Faculteit Bedrijf En Organisatie Unity 5 Versus
Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Samenvatting Rusty Bolt is een Belgische indie studio. Deze studio wilt een nieuw project starten voor een 3D spel in een HyperText Markup Language 5 (HTML5) browser die intensief gebruik zal maken van artificiële intelligentie (AI) en Web Graphics Library (WebGL). Na onderzoek via een requirements-analyse van verschillende mogelijkheden van game engines komen we terecht bij twee opties namelijk Unity 5, die Rusty Bolt al reeds gebruikt, of de Unreal Engine 4, wat voor hen onbekend terrein is. Qua features zijn ze enorm verschillend, maar ze voldoen elk niet aan één voorwaarde die Rusty Bolt verwacht van een game engine. Zo biedt Unity Technologies wel een mogelijkheid om software te bouwen in de cloud. De broncode van Unity wordt niet openbaar gesteld, tenzij men er extra voor betaalt. Deze game engine is dus niet volledig open source in tegenstelling tot Unreal Engine 4. We vergelijken dan verder ook deze twee engines, namelijk Unity 5 en Unreal Engine 4. We tonen aan dat deze engines visueel verschillen van features, maar ook een andere implementatie van de AI hanteren. -
Adaptivity of 3D Web Content in Web-Based Virtual Museums a Quality of Service and Quality of Experience Perspective
ADAPTIVITY OF 3D WEB CONTENT IN WEB-BASED VIRTUAL MUSEUMS A QUALITY OF SERVICE AND QUALITY OF EXPERIENCE PERSPECTIVE Hussein Bakri A Thesis Submitted for the Degree of PhD at the University of St Andrews 2019 Full metadata for this item is available in St Andrews Research Repository at: http://research-repository.st-andrews.ac.uk/ Please use this identifier to cite or link to this item: http://hdl.handle.net/10023/18453 This item is protected by original copyright Adaptivity of 3D Web Content in Web-Based Virtual Museums A Quality of Service and Quality of Experience Perspective Hussein Bakri This thesis is submitted in partial fulfilment for the degree of Doctor of Philosophy (PhD) at the University of St Andrews December 2018 Abstract The 3D Web emerged as an agglomeration of technologies that brought the third dimension to the World Wide Web. Its forms spanned from being systems with limited 3D capabilities to complete and complex Web-Based Virtual Worlds. The advent of the 3D Web provided great opportunities to museums by giving them an innovative medium to disseminate collections’ information and associated interpretations in the form of digital artefacts, and virtual reconstructions thus leading to a new revolutionary way in cultural heritage curation, preservation and dissemination thereby reaching a wider audience. This audience consumes 3D Web material on a myriad of devices (mobile devices, tablets and personal computers) and network regimes (WiFi, 4G, 3G, etc.). Choreographing and presenting 3D Web components across all these heterogeneous platforms and network regimes present a significant challenge yet to overcome. The challenge is to achieve a good user Quality of Experience (QoE) across all these platforms. -
Webgl and Why You Should Target It
WebGL and Why You Should Target It Khronos Developer Day, GDC 2018 THREE.js Demos ● The most commonly used WebGL library ● http://demos.littleworkshop.fr/infinitown ● http://www.hellorun.helloenjoy.com/ ● http://www.playmapscube.com/ ● https://stinkmoji.cool/ ● http://devx.ddd.it/en/experiments/ WebGL Fundamentals ● Built-in 3D graphics API in browsers ● Based on industry-standard OpenGL ES APIs ● Implement on one device, runs everywhere ● No installation step – completely frictionless ○ Get lots of eyeballs on your games ● Many options for deployment ○ Web pages ○ PWAs ○ Electron/Cordova ○ Native apps using WebView WebGL Fundamentals (continued) ● High API quality ○ Conformance suite: 2.0.0 contains 340,000 test cases ○ Workarounds for numerous driver bugs ● WebGL 1.0 implements OpenGL ES 2.0 APIs ○ Supported on Firefox, Chrome, Edge, Safari ○ Support rate: 98% [*] ● WebGL 2.0 implements OpenGL ES 3.0 APIs ○ Currently supported on Firefox, Chrome ○ Edge and Safari intend to implement it ○ Support rate: 41% [*] and increasing [*] Data from https://webglstats.com/ WebGL 2.0 Features 3D textures Compressed textures Texture storage Seamless cubemaps NPOT textures Float textures Integer textures sRGB textures Instanced rendering Transform feedback Multiple render targets Query objects Sync objects Sampler objects Uniform blocks Vertex array objects Integer vertex attributes GLSL ES 3.0 shaders WebGL + glTF ● glTF: a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications ○ https://www.khronos.org/gltf/ ● WebGL + glTF: streamlines authoring workflows and enables interoperable use of content across the industry ● Two of the major WebGL libs, Three.js and Babylon.js (among others) support glTF 2.0 WebGL + WebAssembly + Emscripten 1. -
2017-18, We Extended Our Ambit of Inclusion to Encompass Various Disabilities
St. Xavier's College (Autonomous) Magazine 2017-2018 5, Mahapalika Marg, Mumbai - 400 001, Maharashtra Website : www.xaviers.edu Email : [email protected] Dr Hoshang Master discussing his stamp collection Dr. Aditi Sawant with cotton workers Dr. Agnelo Menezes pledging his entire body Fr. Stan on Refugees Harnidh Kaur at Ithaka Events Hindi Play at Antas Kanchan Daniel performing at Saumvedna 2018 Kavita Krishnan at Conclave EDITORIAL The Story of Inclusion The Government of India’s recent policy on education has made “inclusive education” a right for students with varying learning-challenges. Therefore, significant alterations have been incorporated in the teaching, ACKNOWLEDGEMENTS learning and assessment dynamics. The voyage of Dr. Agnelo Menezes inclusion in St. Xavier’s since 1869 has evolved in stages and can figuratively be called a rhizomatic journey. Principal The terms “rhizome” and “rhizomatic” were employed by philosophers Gilles Deleuze and Félix Guattari to MAGAZINE COMMITTEE challenge notions of dualisms and binary oppositions Dr. Rashmi Lee George (Convenor) in the conception of knowledge. They posit a non- hierarchical and multitudinous approach to knowledge. Ms. S.P. Periyanayagi In India, where education was the prerogative of Dr. Pearl Pastakia a select few, St. Xavier’s embraced all. The Jesuit Dr. Shiney Peter philosophy of education has been to tenaciously share its wisdom with people from all walks including the Ms. Medha Taskar margins and peripheries. Dr. Bhagwati P. Upadhyay Although the spirit of inclusion is embedded in the Ms. Alpana Palkhiwale values of St. Xavier’s, an official support system called Dr. Aparna Talekar the Xavier’s Resource Centre for the Visually Challenged (XRCVC) was started for the first time in 2003. -
The Making of Seemore Webgl
The Making of Seemore WebGL Will Eastcott, CEO, PlayCanvas 1 What is Seemore WebGL? A mobile-first, physically rendered game environment powered by HTML5 and WebGL 2 PlayCanvas: Powering Seemore WebGL Open-source, WebGL game engine with cloud-based visual tools 3 Did I Mention PlayCanvas is Open Source? https://github.com/playcanvas/engine 4 Updating a Classic The original C++ Seemore demo was significantly upgraded in terms of visuals 5 So How Did We Do It? . Physically Based Rendering (PBR) . Lightmapping . Ambient occlusion . Dynamic shadow mapping . Box projected cube map reflection mapping . …and a serious amount of optimization 6 Physically Based Rendering: The Basics . Energy Conservation . Meaningful maps . HDR data . Tonemapping . Gamma Correction 7 Physically Based Rendering: Material Input Data . Material . Albedo (color information) . Normal (surface information) . Gloss (microsurface information) . Metalness (optional) . Opacity (optional) 8 Physically Based Rendering: Environmental Input Data . IBL probes – prefiltered, box projected cubemaps . Used custom filtering tool . PlayCanvas editor users will soon be able to generate these cubemaps in the interface . Analytical lights (point/directional, energy conserving Blinn-Phong) . Lightmaps . Everything must be HDR! . Encode HDR to RGBM 9 Physically Based Rendering: Materials . Schlick’s Fresnel approximation . Toksvig’s factor for specular anti-aliasing 10 Tonemapping . Important for getting rid of overly bright or dark spots . Generally simulates how the eye or film perceives colors . Seemore uses the ‘well known’ Uncharted 2 tonemap. See: http://filmicgames.com/archives/75 11 Lightmapping Single map for scenes with static light sources 12 Lightmapping Direct and indirect lightmaps for scenes with slightly moving lights . Use indirect lightmap as base ambient . -
Performance and Ease of Use in 3D on the Web
"$ # % ! #"% #" !""#"% ! $ This bachelor thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfilment of the requirements for a bachelor’s degree in Software Engineering. The thesis is equivalent to 10 weeks of full-time studies. Contact Information Author: Julia Johansson E-mail: [email protected] University advisor: Emil Folino Department of Computer Science Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE-371 79 Karlskrona Sweden Fax : +46 455 38 50 57 2 Abstract 3D JavaScript frameworks are used for creating interactive 3D in web applications. There are two prominent frameworks: Babylon.js and Three.js. They are often compared to one another where performance and ease of use are mentioned as important factors. A web developer could face choosing a 3D framework. This thesis aims to aid in that process. It investigates how Babylon.js compares to Three.js when it comes to performance such as memory use and frames per second for the end-user consuming a web app. It also investigates how they compare when it comes to ease of use for the developer in terms of initial learnability. For the performance part, a web app with a minimalistic one box animation was created with each framework and deployed on Netlify. The web app was accessed with a browser’s developer tools to record memory and frames per second. For the ease of use part, observation sessions were made with nine developers who were tasked with getting a basic 3D model up and running locally with each framework with the official documentation as a starting point, one hour limit respectively. -
Free Open Source Software for Creatives
Free Open Source Software for Creatives Software Sectors Description Age Link Blender Animation Advanced 3D modelling animation and VFX tool. 13+ blender.org Autodesk Suite Animation Industry-standard 3D tools, Maya, AutoCAD and 3DS Max. 13+ autodesk.com/education/home Pixar In A Box Animation Intro to animation tutorials pixar.com/about/Pixar-In-A-Box Synfig Studio is a vector-based 2D animation suite that Synfig Studio Animation 13+ synfig.org supports bitmap artwork and is tablet-friendly. Digital One Minute Briefs Creative brief development practice oneminutebriefs.blogspot.co.uk Advertising Pixlr Design Web-based graphics editor. apps.pixlr.com/editor Free 3D design software, used primarily for layouts and Sketchup Design 11+ sketchup.com architecture. Inkscape Design Open source vector illustration software. inkscape.org TinkerCad Design Free browser based software for 3D design tinkercad.com Krita Design Illustration tool, made for use with graphics tablets. krita.org Celtx Film & TV Screenwriting and production management tool. celtx.com Screenwriting mark-up language developed by Hollywood Fountain Film & TV fountain.io writers. Hollywood-approved editing software, available on many Lightworks Film & TV lwks.com platforms. Kdenlive Film & TV Kdenlive is an open source video editor. kdenlive.org Shotcut Film & TV Shotcut is an open-source, free video editing program. shotcut.org Code Kingdoms Games Computational thinking games, used to learn JavaScript. codekingdoms.com Free Open Source Software for Creatives A powerful, advanced game engine, used to create Kerbal Unity Games 13+ unity3d.com Space Programme, Crossy Road and Grow Home. Web-based tool to help you pick a game engine or sortingh.at Games sortingh.at programming language. -
The Challenges of Hybrid Apps and Games WHO ARE YOU?
OUTSIDE THE BROWSER SURVIVAL GUIDE The Challenges of Hybrid Apps and Games WHO ARE YOU? Iker Jamardo ( @judax) VP of Engineering @ Ludei Passionate about software, tech products and videogames 3 YEARS AGO, WE HAD A VISION INTO THE FUTURE... WE DID NOT WANT TO CONTINUE DEVELOPING USING DIFFERENT TECHNOLOGIES WE BELIEVED IN THE WEB... ...AND WE LOVED MAKING AND PLAYING GAMES HTML5 (AND WEBGL) FOR GAME DEVELOPMENT WAS THE VISION WE MADE HTML5 WORK FOR GAME DEVELOPMENT IT WAS EARLY (not everybody shared the vision at the time) TODAY WE HAVE 20.000+ GAME DEVELOPERS 1.800+ GAMES PUBLISHED AND MORE THAN 100 FLAPPY BIRD CLONES :( :) http://blog.ludei.com/why-flappy-bird-should-have-been-an-html5-game/ WHY HTML5 Number #1 reason: Cross-platform WHY HTML5 But cross-platform is not just devices or OS, but stores! iOS App Store GooglePlay Amazon OUYA Windows MacOSX App Store Steam Facebook Chrome Store Mozilla Marketplace Tizen Store ... WHY HTML5 ...and emerging browser based markets. Spil Games Kik Click Jogos Clay.io MarketJS MundiJuegos Kongregate ... WHY HTML5 Allows rapid prototyping WHY HTML5 All the benefits from the web: - Well established infrastructure - Widely known platform - Content on demand in it's nature WHY HTML5 WHY HTML5 Still can access all the native features from JS: In-App Payments Native Ad Networks Push Notifications Social Network Native SDKs Analytics Crash Reports ... Develop your own extensions WHY HTML5 Great tools are available ImpactJS Construct2 Goo PlayCanvas PixiJS PandaJS KiwiJS Haxe Phaser ... WHY HTML5 Big companies are betting on and supporting it NVidia Qualcomm Google Amazon Apple Microsoft Intel Samsung Nickelodeon Disney ..