K-12 Workforce Development in Transportation Engineering at FIU (2012- Task Order # 005)
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Arxiv:2103.14589V2 [Math.GR] 16 Jun 2021
FINITENESS PROPERTIES FOR RELATIVES OF BRAIDED HIGMAN–THOMPSON GROUPS RACHEL SKIPPER AND XIAOLEI WU Abstract. We study the finiteness properties of the braided Higman–Thompson group bVd,r(H) with labels in H ≤ Bd, and bFd,r(H) and bTd,r(H) with labels in H ≤ P Bd where Bd is the braid group with d strings and P Bd is its pure braid subgroup. We show that for all d ≥ 2 and r ≥ 1, the group bVd,r(H) (resp. bTd,r(H) or bFd,r(H)) is of type Fn if and only if H is. Our result in particular confirms a recent conjecture of Aroca and Cumplido. Introduction The family of Thompson’s groups and the many groups in the extended Thompson family have long been studied for their many interesting properties. Thompson’s group F is the first example of a type F∞, torsion-free group with infinite cohomological dimension [BG84] while Thompson’s groups T and V provided the first examples of finitely presented simple groups. More recently the braided and labeled braided Higman–Thompson groups have garnered attention in part due their connections with big mapping class groups. The braided version of Thompson’s group V , which we refer to here as bV , was first intro- duced independently by Brin and Dehornoy [Bri07], [Deh06]. Brady, Burillo, Cleary, and Stein introduced braided F , or bF . The groups bV and bF were shown to be finitely presented in [Bro06] and [BBCS08], respectively, and this was extended to show that both of these groups + + are of type F∞ in [BFM 16]. -
Shiva's Waterfront Temples
Shiva’s Waterfront Temples: Reimagining the Sacred Architecture of India’s Deccan Region Subhashini Kaligotla Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Graduate School of Arts and Sciences COLUMBIA UNIVERSITY 2015 © 2015 Subhashini Kaligotla All rights reserved ABSTRACT Shiva’s Waterfront Temples: Reimagining the Sacred Architecture of India’s Deccan Region Subhashini Kaligotla This dissertation examines Deccan India’s earliest surviving stone constructions, which were founded during the 6th through the 8th centuries and are known for their unparalleled formal eclecticism. Whereas past scholarship explains their heterogeneous formal character as an organic outcome of the Deccan’s “borderland” location between north India and south India, my study challenges the very conceptualization of the Deccan temple within a binary taxonomy that recognizes only northern and southern temple types. Rejecting the passivity implied by the borderland metaphor, I emphasize the role of human agents—particularly architects and makers—in establishing a dialectic between the north Indian and the south Indian architectural systems in the Deccan’s built worlds and built spaces. Secondly, by adopting the Deccan temple cluster as an analytical category in its own right, the present work contributes to the still developing field of landscape studies of the premodern Deccan. I read traditional art-historical evidence—the built environment, sculpture, and stone and copperplate inscriptions—alongside discursive treatments of landscape cultures and phenomenological and experiential perspectives. As a result, I am able to present hitherto unexamined aspects of the cluster’s spatial arrangement: the interrelationships between structures and the ways those relationships influence ritual and processional movements, as well as the symbolic, locative, and organizing role played by water bodies. -
Perancangan Game Multiplatform Menggunakan Scirra Construct 2 Dan Html 5
Simposium Nasional RAPI XIII - 2014 FT UMS ISSN 1412-9612 PERANCANGAN GAME MULTIPLATFORM MENGGUNAKAN SCIRRA CONSTRUCT 2 DAN HTML 5 Anggit Dwi Hartanto1 , Windha Mega Pradnya Dhuhita2 , Alfian Tinangon1 1Jurusan Teknik Informatika STMIK AMIKOM Yogyakarta Jl. Ringroad Utara Depok Sleman Yogyakarta Telp 0274 884201 2 Jurusan Sistem Informasi STMIK AMIKOM Yogyakarta Jl. Ringroad Utara Depok Sleman Yogyakarta Telp 0274 884201 Email: [email protected] Abstrak Saat ini perkembangan teknologi game berkembang sangatlah pesat, terbukti dengan munculnya berbagai macam game engine yang dapat memfasilitasi pengembang untuk mengembangkan suatu game dengan lebih mudah. Makalah ini membahas tentang pengembangan sebuah game multiplatform dengan menggunakan game engine scirra construct2 dan HTML5 . Engine game tersebut digunakan agar pengembang lebih mudah dalam pengelolaan animasi, suara, layout, layer, kamera, kontrol, dan pengelolaan kecerdasan buatan. Game yang dikembangan bergenre casual game yang bertemakan pertempuran bajak laut untuk menemukan harta karun. Game yang dikembangkan merupakan game mutipaltform yang artinya game tersebut dapat berjalan di lebih dari satu platform, yaitu sistem operasi android mobile, sistem operasi desktop antara lain (Ms. Windows, Mac OS, Linux), dan browser yang mendukung HTML5. Salah satu platform yang menjadi fokus pengembangan game ini adalah android yang merupakan platform yang saat ini mempunyai pengguna sangat banyak. Dengan berjalannya game di platform android, pengguna dapat memainkan game ini kapan saja dan dimana saja. Kata kunci: game, html5, scirra construct 2 Pendahuluan Perkembangan teknologi software selalu mengiringi perkembangan teknologi dari masa kemasa, yang mendorong pertumbuhan industri kreatif yang terus meningkat. Terbukti dengan banyaknya engine maupun tools yang diciptakan untuk mempermudah pengembang dalam mengembangkan software dari masa kemasa. -
Domain Adaptation of Unreal Images for Image Classification
Master of Science Thesis in Electrical Engineering Department of Electrical Engineering, Linköping University, 2019 Domain Adaptation of Unreal Images for Image Classification Johan Thornström Master of Science Thesis in Electrical Engineering Domain Adaptation of Unreal Images for Image Classification: Johan Thornström LiTH-ISY-EX–20/5282–SE Supervisor: Gustav Häger isy, Linköping University David Gustafsson FOI Erik Valldor FOI Examiner: Per-Erik Forssén isy, Linköping University Computer Vision Laboratory Department of Electrical Engineering Linköping University SE-581 83 Linköping, Sweden Copyright © 2019 Johan Thornström Abstract Deep learning has been intensively researched in computer vision tasks like im- age classification. Collecting and labeling images that these neural networks are trained on is labor-intensive, which is why alternative methods of collecting im- ages are of interest. Virtual environments allow rendering images and automatic labeling, which could speed up the process of generating training data and re- duce costs. This thesis studies the problem of transfer learning in image classification when the classifier has been trained on rendered images using a game engine and tested on real images. The goal is to render images using a game engine to create a classifier that can separate images depicting people wearing civilian clothing or camouflage. The thesis also studies how domain adaptation techniques using generative adversarial networks could be used to improve the performance of the classifier. Experiments show that it is possible to generate images that can be used for training a classifier capable of separating the two classes. However, the experiments with domain adaptation were unsuccessful. It is instead recom- mended to improve the quality of the rendered images in terms of features used in the target domain to achieve better results. -
2D Multiplayer Game Development Using Unity
Vol-6 Issue-2 2020 IJARIIE-ISSN(O)-2395-4396 2D MULTIPLAYER GAME DEVELOPMENT USING UNITY Kumaresan G1, Sharath A2, Sheshanth B P3, Somesh A4 1 Assistant Professor, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India 2 UG Student, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India 3 UG Student, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India 4 UG Student, Department of Computer Science and Engineering, SRM Valliammai Engineering College, Tamil Nadu, India ABSTRACT Video games are common these days. The games have been developed for various purposes including entertainment, informational purposes, marketing, and advertising purposes. Game developers are continually developing multi- platform games that can be played on computers, mobile devices like iPads and smartphones and other video game devices. Today, mobile games consume a huge market share within the games industry. Considering that nearly two billion mobile devices are running a Unity-made game, it is probable that quite a large majority of these new companies will be using Unity to develop mobile games. Mobile games are becoming more and more popular and well-received by different types of users around the world. A lot of frameworks that allow developers to create the games in a faster and easier way. The Unity 3D engine is employed by an outsized majority of developers to make games. It owns a forty-five percent market share and is considered one of the biggest development tools today This project involves the approach of creating a 2D mobile game using Unity. -
The Undergraduate Games Corpus: a Dataset for Machine Perception of Interactive Media
The Thirty-Fifth AAAI Conference on Artificial Intelligence (AAAI-21) The Undergraduate Games Corpus: A Dataset for Machine Perception of Interactive Media Barrett R. Anderson, Adam M. Smith Design Reasoning Lab, University of California Santa Cruz [email protected], [email protected] Abstract of machine perception techniques that directly address the unique features of interactive media. Machine perception research primarily focuses on process- ing static inputs (e.g. images and texts). We are interested This paper contributes a new, annotated corpus of 755 in machine perception of interactive media (such as games, games. We provide full game source code and assets, in apps, and complex web applications) where interactive au- many cases licensed for reuse, that were collected with in- dience choices have long-term implications for the audience formed consent for their use in AI research. In comparison experience. While there is ample research on AI methods for to lab-created game clones intended as AI testbeds, these the task of playing games (often just one game at a time), this games are complete works intended as human experiences, work is difficult to apply to new and in-development games and they represent a range of design polish rather than being or to use for non-playing tasks such as similarity-based re- filtered to only commercially successful games. By offering trieval or authoring assistance. In response, we contribute a games for a variety of platforms (from micro-games in Bitsy corpus of 755 games and structured metadata, spread across and text-oriented stories in Twine to the heavyweight games several platforms (Twine, Bitsy, Construct, and Godot), with full source and assets available and appropriately licensed built in the Godot Engine), we set up future research with a for use and redistribution in research. -
Transaction / Regular Paper Title
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by University of South Wales Research Explorer IEEE TRANSACTIONS ON LEARNING TECHNOLOGIES 1 Design of Large Scale Virtual Equipment for Interactive HIL Control System Labs Yuxin Liang and Guo-Ping Liu, Fellow, IEEE Abstract—This paper presents a method to design high-quality 3D equipment for virtual laboratories. A virtual control laboratory is designed on large-scale educational purpose with merits of saving expenses for universities and can provide more opportunities for students. The proposed laboratory with more than thirty virtual instruments aims at offering students convenient experiment as well as an extensible framework for experiments in a collaborative way. hardware-in-the-loop (HIL) simulations with realistic 3D animations can be an efficient and safe way for verification of control algorithms. Advanced 3D technologies are adopted to achieve convincing performance. In addition, accurate mechanical movements are designed for virtual devices using real-time data from hardware-based simulations. Many virtual devices were created using this method and tested through experiments to show the efficacy. This method is also suitable for other virtual applications. The system has been applied to a creative automatic control experiment course in the Harbin Institute of Technology. The assessment and student surveys show that the system is effective in student’s learning. Index Terms—control systems, 3D equipment design, virtual laboratory, real-time animation, control education, hardware- based simulation —————————— —————————— 1 INTRODUCTION N the learning of control systems, students not only have by static pictures with augmented reality animation in the I to acquire theoretical knowledge, but also the ability to recent work of Chacón et at. -
Localization Tools in General Purpose Game Engines: a Systematic Mapping Study
Hindawi International Journal of Computer Games Technology Volume 2021, Article ID 9979657, 15 pages https://doi.org/10.1155/2021/9979657 Review Article Localization Tools in General Purpose Game Engines: A Systematic Mapping Study Marcus Toftedahl Division of Game Development, University of Skövde, Skövde, Sweden Correspondence should be addressed to Marcus Toftedahl; [email protected] Received 31 March 2021; Accepted 5 July 2021; Published 23 July 2021 Academic Editor: Cristian A. Rusu Copyright © 2021 Marcus Toftedahl. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. This paper addresses localization from a game development perspective by studying the state of tool support for a localization work in general purpose game engines. Using a systematic mapping study, the most commonly used game engines and their official tool libraries are studied. The results indicate that even though localization tools exists for the game engines included in the study, the visibility, availability, and functionality differ. Localization tools that are user facing, i.e., used to create localization, are scarce while many are tool facing, i.e., used to import localization kits made outside the production pipeline. 1. Introduction tions or specific corporate entities handling functions such as marketing or distribution. This is not always the case with “The world is full of different markets and cultures and, to indie game development, where Pereira and Bernardes [7] maximize profits™[sic], nowadays games are released in sev- note that the structure of indie development is more flexible, eral languages. -
122 the Effect of Virtual Reality Rehabilitation On
122 Élliott V1, Fraser S1, Chaumillon J1, de Bruin E D2, Bherer L1, Dumoulin C1 1. Centre de recherche de l'institut universitaire de gériatrie de Montréal, 2. Institute of Human Movement Sciences and Sport, ETH, Zurich, Switzerland. THE EFFECT OF VIRTUAL REALITY REHABILITATION ON THE GAIT PARAMETERS OF OLDER WOMEN WITH MIXED URINARY INCONTINENCE: A FEASIBILITY STUDY Hypothesis / aims of study Dual-task walking deficit and mixed urinary incontinence (UI) (1) are both associated with an increased risk of falls in older adults. Moreover, walking with a full bladder is recognised as a divided attention activity (i.e., a dual task) and the strong desire to void has been associated with increased gait variability in continent adults. Given that, the combined impact of trying to retain urine while walking (a dual task) has a negative impact on gait pattern (2), UI treatments based on dual-task training could prove to be an effective treatment for reducing UI and gait variability (linked to walking with full bladder) and, indirectly, preventing falls among the elderly. Virtual reality rehabilitation (VRR) is a proven dual-task treatment approach; one that could also prove to be effective in treating conditions linked to or acerbated by dual-task demands. Thus, the study’s aim was to assess whether pelvic floor muscle (PFM) training using a dual-task training VRR approach could improve the gait parameters of older women with mixed UI when walking with full bladder. Study design, materials and methods This study employed a quasi-experimental pre-test, post-test design. Twenty-four community-dwelling women 65 and older with mixed UI symptoms were recruited from a bank of potential participants operated by a research centre. -
LJMU Research Online
CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author. -
Connor Hughes
Connor Hughes - 3D Artist 978-471-8533 2 Quay Road, Ipswich Ma, 01938 Education: Email: [email protected] Southern New Hampshire University Portfolio: https://kerdonkulus.artstation.com/ Bachelor of Science in Game Development and Programming LinkedIn: www.linkedin.com/pub/connor-hughes/a1/368/b31/ Minor in Game Art and Development Concentration: Entrepreneurism and Business Graduated Cum Laude, May 2016, GPA: 3.7 TECHNICAL SKILLS AND SOFTWARE Modeling Software ZBrush, 3ds Max, Maya, Substance Painter, Designer & B2M, Photoshop, VRay, Marmoset 3, 3D Coat, and Crazy Bump Art Skills High and low poly modeling, unwrapping, baking, texturing, rendering and some animation capabilities Game Engines Unity, Unreal Engine, Game Maker Business Software Jira and Confluence, Trello, Testlink, Github and Source Tree (version control) Other Experience Mobile, PC and Console development experience, production and project management experience, excellent verbal and written communication skills, and knowledge and proficiency in C#, C++ and Java PUBLISHED TITLES AND PROJECTS WORKED: Personal Projects & Titles Industry Titles • Lunar Lander: Winning title from the Stride competition, published • Arkham Underworld (Mobile Title) - Turbine by Stride for use by students in their educational game services. • Lord of the Rings Online (MMO) - Turbine • Kritter Kart: 3rd place in second annual Stride competition • Infinite Crisis (MOBA) - Turbine • Country Crowd Surfer: 2nd place in Meadowbrook Competition • Unreleased Mobile Game - Carbonated Inc. PROFESSIONAL EXPERIENCE Carbonated Inc, El Segundo, CA September 2016 – January 2017 The Brain Trust, Manchester NH May 2016 – August 2016 (Production Artist) (Contract Developer & Programmer) • Creating 3D models and assets based on provided concept art. • Responsible for overall development of gameplay and • Texturing assets using a stylized, hand painted art style. -
Basic Elements and Characteristics of Game Engine
Global Journal of Computer Sciences: Theory and Research Volume 8, Issue 3, (2018) 126-131 www.gjcs.eu Basic elements and characteristics of game engine Ramiz Salama*, Near East University, Department of Computer Engineering, Nicosia 99138, Cyprus Mohamed ElSayed, Near East University, Department of Computer Engineering, Nicosia 99138, Cyprus Suggested Citation: Salama, R. & ElSayed, M. (2018). Basic elements and characteristics of game engine. Global Journal of Computer Sciences: Theory and Research. 8(3), 126–131. Received from March 11, 2018; revised from July 15, 2018; accepted from November 13, 2018. Selection and peer review under responsibility of Prof. Dr. Dogan Ibrahim, Near East University, Cyprus. ©2018 SciencePark Research, Organization & Counseling. All rights reserved. Abstract Contemporary game engines are invaluable tools for game development. There are many engines available, each of them which excel in certain features. Game Engines is a continuous series that helps us to make and design beautiful games in the simplest and least resource way. Game drives support a wide variety of play platforms that can translate the game into a game that can be played on different platforms such as PlayStation, PC, Xbox, Android, IOS, Nintendo and others. There is a wide range of game engines that suit every programmer and designed to work on Unity Game Engine, Unreal Game Engine and Construct Game Engine. In the research paper, we discuss the basic elements of the game engine and how to make the most useful option among Game Engines depending on your different needs and needs of your game. Keywords: Game engine, game engine element, basics of game engine.