Authoring Interactive Media : a Logical & Temporal Approach Jean-Michael Celerier
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Sociedade Do Conhecimento E Meio Ambiente
ISBN 978-85-63651-12-9 9 7 8 8 5 6 3 6 5 1 1 2 9 > SOCIEDADE DO CONHECIMENTO E MEIO AMBIENTE SINERGIA CIENTÍFICA GERANDO DESENVOLVIMENTO SUSTENTÁVEL UNIVERSIDADE FEDERAL DO AMAZONAS REITORA Prof.ª Dr.ª Márcia Perales Mendes Silva Vice-Reitor Prof. Dr. Hedinaldo Narciso Lima INSTITUTO NACIONAL DE PESQUISAS DA AMAZÔNIA – INPA DIRETOR Dr. Adalberto Luis Val VICE-DIRETOR Dr. Wanderli Pedro Tadei FUNDAÇÃO CENTRO DE ANÁLISE, PESQUISA E INOVAÇÃO TECNOLÓGICA – FUCAPI DIRETORA-PRESIDEN TE Dra. Isa Assef PROGRAMAS DE PÓS-GRADUAÇÃO DE ENGENHARIA – COPPE DIRETOR Prof. Dr. Luiz Pinguelli Rosa VICE-DIRETOR Prof. Dr. Aquilino Senra FINANCIADORA DE ESTUDOS E PROJETOS – FINEP PRESIDENTE Prof. Dr. Glauco Antonio Truzzi Arbix COORDENAÇÃO GERAL – PIATAM-UFAM Prof. Dr. Alexandre Almir Ferreira Rivas Prof. Dr. Carlos Edwar de Carvalho Freitas COORDENAÇÃO INSTITUCIONAL – INPA Prof. Dra. Vera Maria Fonseca de Almeida e Val COORDENAÇÃO INSTITUCIONAL – FUCAPI Dr. Carlos Renato Santoro Frota COORDENAÇÃO INSTITUCIONAL – COPPE Prof. Dr. Luiz Landau ÁREA DE COMUNICAÇÃO, DESIGN E MULTIMÍDIA – PIATAM-UFAM Prof. Dr. Jackson Colares da Silva Os Coordenadores do Piatam agradecem à Universidade Federal do Amazonas – Ufam; ao Instituto Nacional de Pesquisas da Amazônia – INPA; ao Instituto Alberto Luiz Coimbra de Pós-Graduação e Pesquisa de Engenharia – COPPE; à Financiadora de Estudos e Projetos – FINEP e à universidade norte-americana Washington and Lee, instituições parceiras que consolidam a qualidade científica e o caráter interdisciplinar do Projeto e cujas contribuições foram essenciais à produção desta obra. Por sempre acreditarem no grande valor do Piatam como instrumento de produção do conhecimento e de desenvolvimento de tecnologias para o monitoramento e gestão ambiental, o nosso muito obrigado. -
Development of an Entity Component System Architecture for Realtime Simulation
Fachbereich 4: Informatik Development of an Entity Component System Architecture for Realtime Simulation Bachelorarbeit zur Erlangung des Grades Bachelor of Science (B.Sc.) im Studiengang Computervisualistik vorgelegt von Trevor Hollmann Erstgutachter: Prof. Dr.-Ing. Stefan Müller (Institut für Computervisualistik, AG Computergraphik) Zweitgutachter: Kevin Keul, M.Sc. (Institut für Computervisualistik, AG Computergraphik) Koblenz, im September 2019 Erklärung Ich versichere, dass ich die vorliegende Arbeit selbständig verfasst und keine anderen als die angegebenen Quellen und Hilfsmittel benutzt habe. Ja Nein Mit der Einstellung der Arbeit in die Bibliothek bin ich einverstanden. .................................................................................... (Ort, Datum) (Unterschrift) Abstract The development of a game engine is considered a non-trivial problem. [3] The architecture of such simulation software must be able to manage large amounts of simulation objects in real-time while dealing with “crosscutting concerns” [3, p. 36] between subsystems. The use of object oriented paradigms to model simulation objects in class hierar- chies has been reported as incompatible with constantly changing demands dur- ing game development [2, p. 9], resulting in anti-patterns and eventual, messy re-factoring. [13] Alternative architectures using data oriented paradigms re- volving around object composition and aggregation have been proposed as a result. [13, 9, 1, 11] This thesis describes the development of such an architecture with the explicit goals to be simple, inherently compatible with data oriented design, and to make reasoning about performance characteristics possible. Concepts are for- mally defined to help analyze the problem and evaluate results. A functional implementation of the architecture is presented together with use cases common to simulation software. Zusammenfassung Die Entwicklung einer Spiele-Engine wird als nichttriviales Problem betrach- tet. -
Energyxt 2 5 Manual
Energyxt 2 5 Manual This program received 5 awards · XT Software AS. 2.5 Video tutorial and screenshots. Project Window Energyxt 2.6 free · Energyxt2.5 download full version energyXT2.5 (energyXT2.exe). energyXT is a program that enables you to create an unlimited number of MIDI, drums and audio Video tutorial & screenshots. energyXT2 is a fast-loading, cross-platform, modular VST host, which includes a full-featured This wiki will serve as an online manual, and a place to collect all useful information related to energyXT2. 5 x external VSTi, 4 x external FX In two years time when Phrases comes back to have outgunned both Cthulhu, software to make basic functionality in a daw 2013 available (energyXT, mini-vst-hosts, unameit). No, maybe I'll see you in version 4 or 5 lol These tools are unneccessary because we already have x, y and z (manual timewasting methods) energyXT2.5 gives you everything you need to create music on your PC or laptop, whether you're running Windows, Mac OS X, or Linux. Note: An online version of this user manual is available here. 2. Blue Cat's Page 5 These two sliders let you control the x and y zoom for the graphs in both views. EnergyXT. VST. Magix Samplitude. VST. Avid (Digidesign) Pro Tools. Energyxt 2 5 Manual Read/Download 5, Bad 4 energyXT is one of the most flexible VST sequencers available. energyXT was named the top three members of the Inquiry ecirc CCSP, too (generally tools/Other Office Tools (1), Office tools/PDF (2), Office tools/Text editors (1). -
Immersive Exploration of Hierarchical Networks in VR
Immersive Exploration of Hierarchical Networks in VR BACHELORARBEIT zur Erlangung des akademischen Grades Bachelor of Science im Rahmen des Studiums Medieninformatik und Visual Computing eingereicht von Manuel Eiweck Matrikelnummer 01633012 an der Fakultät für Informatik der Technischen Universität Wien Betreuung: Univ.Ass. Dr.techn. Manuela Waldner, MSc. Mitwirkung: Dipl.-Ing. Dr.techn. Johannes Sorger Dipl.-Ing. Wolfgang Knecht Wien, 16 April, 2021 Manuel Eiweck Manuela Waldner Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.at Immersive Exploration of Hierarchical Networks in VR BACHELOR’S THESIS submitted in partial fulfillment of the requirements for the degree of Bachelor of Science in Media Informatics and Visual Computing by Manuel Eiweck Registration Number 01633012 to the Faculty of Informatics at the TU Wien Advisor: Univ.Ass. Dr.techn. Manuela Waldner, MSc. Assistance: Dipl.-Ing. Dr.techn. Johannes Sorger Dipl.-Ing. Wolfgang Knecht Vienna, 16th April, 2021 Manuel Eiweck Manuela Waldner Technische Universität Wien A-1040 Wien Karlsplatz 13 Tel. +43-1-58801-0 www.tuwien.at Erklärung zur Verfassung der Arbeit Manuel Eiweck Hiermit erkläre ich, dass ich diese Arbeit selbständig verfasst habe, dass ich die verwendeten Quellen und Hilfsmittel vollständig angegeben habe und dass ich die Stellen der Arbeit – einschließlich Tabellen, Karten und Abbildungen –, die anderen Werken oder dem Internet im Wortlaut oder dem Sinn nach entnommen sind, auf jeden Fall unter Angabe der Quelle als Entlehnung kenntlich gemacht habe. Wien, 16 April, 2021 Manuel Eiweck v Danksagung Einen besonderen Dank möchte ich den Betreuern dieser Arbeit Johannes Sorger, Wolfgang Knecht sowie Manuela Waldner aussprechen welche mich in der Entwick- lungsphase dieser Bachelorarbeit tatkräftig unterstützt haben. -
Procedural Generation of Content in Video Games
Bachelor Thesis Sven Freiberg Procedural Generation of Content in Video Games Fakultät Technik und Informatik Faculty of Engineering and Computer Science Studiendepartment Informatik Department of Computer Science PROCEDURALGENERATIONOFCONTENTINVIDEOGAMES sven freiberg Bachelor Thesis handed in as part of the final examination course of studies Applied Computer Science Department Computer Science Faculty Engineering and Computer Science Hamburg University of Applied Science Supervisor Prof. Dr. Philipp Jenke 2nd Referee Prof. Dr. Axel Schmolitzky Handed in on March 3rd, 2016 Bachelor Thesis eingereicht im Rahmen der Bachelorprüfung Studiengang Angewandte Informatik Department Informatik Fakultät Technik und Informatik Hochschule für Angewandte Wissenschaften Hamburg Betreuender Prüfer Prof. Dr. Philipp Jenke Zweitgutachter Prof. Dr. Axel Schmolitzky Eingereicht am 03. März, 2016 ABSTRACT In the context of video games Procedrual Content Generation (PCG) has shown interesting, useful and impressive capabilities to aid de- velopers and designers bring their vision to life. In this thesis I will take a look at some examples of video games and how they made used of PCG. I also discuss how PCG can be defined and what mis- conceptions there might be. After this I will introduce a concept for a modular PCG workflow. The concept will be implemented as a Unity plugin called Velvet. This plugin will then be used to create a set of example applications showing what the system is capable of. Keywords: procedural content generation, software architecture, modular design, game development ZUSAMMENFASSUNG Procedrual Content Generation (PCG) (prozedurale Generierung von Inhalten) im Kontext von Videospielen zeigt interessante und ein- drucksvolle Fähigkeiten um Entwicklern und Designern zu helfen ihre Vision zum Leben zu erwecken. -
Overload Journal
“The magazines” The ACCU's C Vu and Overload magazines are published every two months, and contain relevant, high quality articles written by programmers for programmers. “The conferences” Our respected annual developers' conference is an excellent way to learn from the industry experts, and a great opportunity to meet other programmers who care about writing good code. “The community” The ACCU is a unique organisation, run by members for members. There are many ways to get involved. Active forums flow with programmer discussion. Mentored developers projects provide a place for you to learn new skills from other programmers. “The online forums” Our online forums provide an excellent place for discussion, to ask questions, and to meet like minded programmers. There are job posting forums, and special interest groups. Members also have online access to the back issue library of ACCU magazines, through the ACCU web site. Invest in your skills. Improve your join:join: inin code. Share your knowledge. accuaccu || Join a community of people who care about code. Join the ACCU. Use our online registration form at professionalism in programming www.accu.org. www.accu.org Design: Pete Goodliffe Pete Design: OVERLOAD CONTENTS OVERLOAD 144 Overload is a publication of the ACCU April 2018 For details of the ACCU, our publications and activities, ISSN 1354-3172 visit the ACCU website: www.accu.org Editor 4 No News is Good News Frances Buontempo [email protected] Paul Floyd uses Godbolt’s compiler explorer to see what happens when you use ‘new’. Advisors Andy Balaam 8 Monitoring: Turning Noise into Signal [email protected] Chris Oldwood shows the benefits of structured Balog Pal logging. -
A NIME Reader Fifteen Years of New Interfaces for Musical Expression
CURRENT RESEARCH IN SYSTEMATIC MUSICOLOGY Alexander Refsum Jensenius Michael J. Lyons Editors A NIME Reader Fifteen Years of New Interfaces for Musical Expression 123 Current Research in Systematic Musicology Volume 3 Series editors Rolf Bader, Musikwissenschaftliches Institut, Universität Hamburg, Hamburg, Germany Marc Leman, University of Ghent, Ghent, Belgium Rolf Inge Godoy, Blindern, University of Oslo, Oslo, Norway [email protected] More information about this series at http://www.springer.com/series/11684 [email protected] Alexander Refsum Jensenius Michael J. Lyons Editors ANIMEReader Fifteen Years of New Interfaces for Musical Expression 123 [email protected] Editors Alexander Refsum Jensenius Michael J. Lyons Department of Musicology Department of Image Arts and Sciences University of Oslo Ritsumeikan University Oslo Kyoto Norway Japan ISSN 2196-6966 ISSN 2196-6974 (electronic) Current Research in Systematic Musicology ISBN 978-3-319-47213-3 ISBN 978-3-319-47214-0 (eBook) DOI 10.1007/978-3-319-47214-0 Library of Congress Control Number: 2016953639 © Springer International Publishing AG 2017 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. -
Audio Cleaning Lab
AUDIO CLEANING LAB English language manual 2 Copyright This documentation is protected by law. All rights, especially the right to duplicate, circulate, and translate, are reserved. No part of this publication may be reproduced in the form of copies, microfilms or other processes, or transmitted into a language used for machines, especially data processing machines, without the express written consent of the publisher. All copyrights reserved. All other product names are trademarks of the corresponding manufacturers. Errors in and changes to the contents as well as program modifications reserved. Copyright © MAGIX Software GmbH, 2000 - 2016. All rights reserved. MAGIX and Cleaning Lab are registered trademarks of MAGIX Software GmbH. VST is a registered trademark of Steinberg Media Technologies GmbH. MAGIX Audio Cleaning Lab uses patent-pending technology. Other mentioned product names may be registered trademarks of the respective manufacturer. MAGIX licensing conditions are included in the installation and also at www.magix.com under EULA. www.magix.com Preface 3 Preface Congratulations! You now own a high-performance digital audio lab, which is perfect for cleaning your records, tapes, CD tracks, MP3 collections, audio or video files, enhancing the sound, combining your media in any order, and burning or exporting everything in optimum quality directly onto CD or DVD. The volume and sound on each track can be perfectly synced and equalized. Various audio formats can be combined, simultaneously edited, and burned. The method is especially easy and clear, since automatic settings, assistants and step-by-step instructions make sure that the process goes smoothly and easily. Neither previous experience using the software nor long processing time are necessary. -
Autor(Es) Ha(N)
Información Importante La Universidad de La Sabana informa que el(los) autor(es) ha(n) autorizado a usuarios internos y externos de la institución a consultar el contenido de este documento a través del Catálogo en línea de la Biblioteca y el Repositorio Institucional en la página Web de la Biblioteca, así como en las redes de información del país y del exterior con las cuales tenga convenio la Universidad de La Sabana. Se permite la consulta a los usuarios interesados en el contenido de este documento para todos los usos que tengan finalidad académica, nunca para usos comerciales, siempre y cuando mediante la correspondiente cita bibliográfica se le de crédito al documento y a su autor. De conformidad con lo establecido en el artículo 30 de la Ley 23 de 1982 y el artículo 11 de la Decisión Andina 351 de 1993, La Universidad de La Sabana informa que los derechos sobre los documentos son propiedad de los autores y tienen sobre su obra, entre otros, los derechos morales a que hacen referencia los mencionados artículos. BIBLIOTECA OCTAVIO ARIZMENDI POSADA UNIVERSIDAD DE LA SABANA Chía - Cundinamarca T e c n o - A r t e | 1 TECNO-ARTE ACTIVIDADES DE EDUCACIÓN ARTÍSTICA MEDIADAS POR LA TECNOLOGÍA LILIANA ANDREA ARDILA UNIVERSIDAD DE LA SABANA FACULTAD DE EDUCACIÓN LICENCIATURA EN PEDAGOGÍA INFANTIL Bogotá, Colombia 2014 T e c n o - A r t e | 2 TECNO-ARTE ACTIVIDADES DE EDUCACIÓN ARTÍSTICA MEDIADAS POR LA TECNOLOGÍA LILIANA ANDREA ARDILA *JOHN ALEXANDER ALBA UNIVERSIDAD DE LA SABANA FACULTAD DE EDUCACIÓN LICENCIATURA EN PEDAGOGÍA INFANTIL Bogotá, Colombia 2014 *ASESOR T e c n o - A r t e | 3 Doy gracias a Dios por darme la oportunidad de tener todo lo necesario para alcanzar mis objetivos y sobre todo por ser mi guía y mi fuerza interior. -
Objective Employment History
Michael T. Mayers Santa Cruz, CA 95062 email: [email protected] www: http://www.tweakoz.com/portfolio/ github: http://github.com/tweakoz OBJECTIVE Seeking a position at a software/hardware engineering, entertainment or multimedia production company. Looking for a firm which will offer a challenging environment and which thrives upon creativity and cutting edge technology. EMPLOYMENT HISTORY Aug 2017 - Present TANZLE SCOTTS VALLEY, CA Principal Systems Architect Designing and engineering Tanzle’s distributed hardware and software visualization platform, employing technologies such as spatial tracking, 3d rendering, Infiniband networking, OpenGL, OpenCV, CUDA, etc.. Brought up company’s cross platform (Linux,MacOs,Windows) build and development environment. Mar 2015 - Aug 2017 MZ (aka MACHINE ZONE) PALO ALTO, CA Lead Rendering Engineer Working on MZ’s new engine. I work closely with the graphics team in Germany defining requirements for the rendering engine. I am also responsible for bringing up the ECS (Entity Component System) simulation layer that acts as the liaison between Lua and the rendering engine. Oct 2014 - Mar 2015 NVIDIA SANTA CLARA, CA Sr. SW Engineer Worked on bringing up the Linux Graphics Debugger. Oct 2013 - Sep 2014 BLUESCAPE REDWOOD SHORES, CA Principal SW Engineer, Architect : Wall Systems Continued work on the Bluescape wall platform started at Obscura. Jul 2012 - Oct 2013 OBSCURA DIGITAL SAN FRANCISCO, CA Head of Software Engineering Lead software engineer and software architect of the Bluescape wall platform, a multi-user and multi-touchscreen cloud enabled collaborative operating system. (see www.bluescape.com). Apr 2010 - Jul 2012 APPLE INC CUPERTINO, CA GPU Developer Technologies Software Engineer Worked on internal OpenGL command stream processing tools for OpenGL/OpenGLes driver/hardware testing and validation on OSX and iOS platforms. -
An Ambisonics-Based VST Plug-In for 3D Music Production
POLITECNICO DI MILANO Scuola di Ingegneria dell'Informazione POLO TERRITORIALE DI COMO Master of Science in Computer Engineering An Ambisonics-based VST plug-in for 3D music production. Supervisor: Prof. Augusto Sarti Assistant Supervisor: Dott. Salvo Daniele Valente Master Graduation Thesis by: Daniele Magliozzi Student Id. number 739404 Academic Year 2010-2011 POLITECNICO DI MILANO Scuola di Ingegneria dell'Informazione POLO TERRITORIALE DI COMO Corso di Laurea Specialistica in Ingegneria Informatica Plug-in VST per la produzione musicale 3D basato sulla tecnologia Ambisonics. Relatore: Prof. Augusto Sarti Correlatore: Dott. Salvo Daniele Valente Tesi di laurea di: Daniele Magliozzi Matr. 739404 Anno Accademico 2010-2011 To me Abstract The importance of sound in virtual reality and multimedia systems has brought to the definition of today's 3DA (Tridimentional Audio) techniques allowing the creation of an immersive virtual sound scene. This is possible virtually placing audio sources everywhere in the space around a listening point and reproducing the sound-filed they generate by means of suitable DSP methodologies and a system of two or more loudspeakers. The latter configuration defines multichannel reproduction tech- niques, among which, Ambisonics Surround Sound exploits the concept of spherical harmonics sound `sampling'. The intent of this thesis has been to develop a software tool for music production able to manage more source signals to virtually place them everywhere in a (3D) space surrounding a listening point em- ploying Ambisonics technique. The developed tool, called AmbiSound- Spazializer belong to the plugin software category, i.e. an expantion of already existing software that play the role of host. I Sommario L'aspetto sonoro, nella simulazione di realt`avirtuali e nei sistemi multi- mediali, ricopre un ruolo fondamentale. -
Declarative Assembly of Web Applications from Predefined Concepts
Declarative assembly of web applications from predefined concepts The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. Citation Perez De Rosso, Santiago et al. "Declarative assembly of web applications from predefined concepts." Proceedings of the 2019 ACM SIGPLAN International Symposium on New Ideas, New Paradigms, and Reflections on Programming and Software (Onward! ’19), Athens, Greece, Association for Computing Machinery, 2019. © 2019 Association for Computing Machinery As Published http://dx.doi.org/10.1145/3359591.3359728 Publisher ACM Press Version Author's final manuscript Citable link https://hdl.handle.net/1721.1/126599 Terms of Use Creative Commons Attribution-Noncommercial-Share Alike Detailed Terms http://creativecommons.org/licenses/by-nc-sa/4.0/ Declarative Assembly of Web Applications from Predefined Concepts Santiago Perez De Rosso Daniel Jackson Maryam Archie MIT CSAIL MIT CSAIL MIT CSAIL Cambridge, MA, USA Cambridge, MA, USA Cambridge, MA, USA [email protected] [email protected] [email protected] Czarina Lao Barry A. McNamara III MIT CSAIL MIT CSAIL Cambridge, MA, USA Cambridge, MA, USA [email protected] [email protected] Abstract Keywords application development, web applications, con- A new approach to web application development is pre- cepts, design, software design, modularity sented, in which an application is constructed by configuring ACM Reference Format: and composing concepts drawn from a catalog developed by Santiago Perez De Rosso, Daniel Jackson, Maryam Archie, Czarina experts. Lao, and Barry A. McNamara III. 2019. Declarative Assembly of A concept is a self-contained, reusable increment of func- Web Applications from Predefined Concepts.