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Framework Para O Desenvolvimento De Experiências Virtuais Com Interacção Háptica
FACULDADE DE ENGENHARIA DA UNIVERSIDADE DO PORTO Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Orientador: Prof. A. Augusto de Sousa Co-orientadora: Prof. ª Teresa Restivo Co-orientador: Prof. António Mendes Lopes 28 de Junho de 2010 Framework para o Desenvolvimento de Experiências Virtuais com Interacção Háptica Telmo da Rocha Pereira Mestrado Integrado em Engenharia Informática e Computação Aprovado em provas públicas pelo Júri: Presidente: Professor João Correia Lopes Vogal Externo: Professor António Ramires Fernandes Orientador: Professor António Augusto de Sousa 31 de Julho de 2010 Resumo A presente dissertação apresenta o trabalho efectuado na área do Desenvolvimento de Experiências Virtuais com Interacção Háptica, nomeadamente experiências relacionadas com o comportamento físico de objectos. Este trabalho enquadra-se numa perspectiva de poder introduzir o desenvolvimento de experiências virtuais com interacção háptica no ensino, estando definido como objectivo a concepção de um conjunto de metodologias que permitam criar este tipo de experiências de forma simples e rápida. Inicia-se assim o trabalho com uma revisão bibliográfica das áreas envolvidas, nomeadamente simulação por computador, computação gráfica, realidade virtual e interacção háptica. Seguidamente são investigadas e analisadas possíveis soluções actualmente existentes e passíveis de serem aplicadas. Dado que não se encontrou uma solução que satisfizesse as necessidades do problema, apresenta-se uma análise das tecnologias necessárias para conceber uma nova solução: motor gráfico, motor físico e dispositivo háptico. As duas primeiras tecnologias referidas são alvo de uma avaliação, que permite escolher, de entre um conjunto de opções, qual o motor gráfico e físico que melhor se adequa às necessidades. -
Multiplayer Online Games Insecurity (Neverfeelsafewhileplayingonline)
MULTIPLAYER ONLINE GAMES INSECURITY (NEVER FEEL SAFE WHILE PLAYING ONLINE) Luigi Auriemma1 and Donato Ferrante2 ReVuln http://revuln.com [email protected] http://twitter.com/revuln 25 January 2013 Abstract Multiplayer online games security is an underestimated field, with an insane amount of players playing online games and companies push- ing out new games at an incredible rate. In this ecosystem finding vulnera- bilities in games turns to be a really attractive work. 1W HY ATTACKING GAMES? There are two main entities in multiplayer games: players and companies. Players play games for fun, companies make games for money. For each of these two entities there are different possible subsets of attackers. Let’s start by considering players. 1.1A TTACKING PLAYERS Some of the people who may be interested in attacking players systems while they play online games include: Script kiddies - people without any technical knowledge. They browse the • internet looking for ready-to-use attacking tools, and then they use such tools to attack players. Primarily, their final goal is to generate Denial Of Service (DoS) conditions against players systems. Others - this category is composed by several entities. We may find people • testing exploits, or people trying to build a games-based malware botnet. Others also include people interested in deploying "applications" on remote systems. 1.2A TTACKING COMPANIES As stated previously, companies make games for money. This is their business. Because of this possible attackers for game companies include: Script kiddies - this category of attackers makes no distinction between play- • ers or companies. They attack both for fun. -
Game AI in Delta3d
Proceedings of the 2007 IEEE Symposium on Computational Intelligence and Games (CIG 2007) Game AI in Delta3D Christian J. Darken Bradley G. Anderegg Perry L. McDowell MOVES Institute/CS Dept. Alion Science and Technology Corp MOVES Institute Naval Postgraduate School banderegg at alionscience dot com Naval Postgraduate School cjdarken at nps dot edu mcdowell at nps dot edu Abstract—Delta3D is a GNU-licensed open source game space, we came up with a four-part philosophical credo upon engine with an orientation towards supporting “serious games” such as those with defense and homeland security applications. which we based building our game and simulation engine: AI is an important issue for serious games, since there is more pressure to “get the AI right”, as opposed to providing an 1. Maintain openness in all aspects to avoid lock-ins entertaining user experience. We describe several of our near- and increase flexibility. and longer-term AI projects oriented towards making it easier to build AI-enhanced applications in Delta3D. 2. Maintain the capability to support multiple genres, Keywords: Artificial Intelligence, Game Engines since we never know what type of application it will have to support next. I.INTRODUCTION Delta3D is a open source (Lesser GNU Public License 3. Build the engine in a modular fashion so that we (LPGL)) game engine created at the MOVES Institute, part can swap anything out as technologies mature at of the Naval Postgraduate School in Monterey. While different rates. originally designed for military game-based simulations, Delta3D can be used as the underlying architecture for a 4. -
Estudo Comparativo Entre Engines De Jogos
FACULDADE DE TECNOLOGIA, CIÊNCIAS E EDUCAÇÃO Graduação GRADUAÇÃO EM CIÊNCIA DA COMPUTAÇÃO Estudo comparativo entre engines de jogos Carlos Gabriel Agostinho Gonçalo Klinke Adinovam Henriques de Macedo Pimenta (Orientador) RESUMO A evolução das engines está agora se movendo para jogos mais realistas e tecnicamente ricos em vários campos, como a física, sons e renderização. Das primeiras engines até as engines mais atuais voltadas para jogos 3D, o objetivo do desenvolvimento permanece o mesmo: fornecer ao desenvolvedor uma plataforma para criar jogos exclusivos de tal maneira que os desenvolvedores não precisem escrever ou desenvolver o jogo a partir do zero, mas apenas implementar a ideia com a ajuda de uma engine. Desta maneira, muitos desenvolvedores (experientes ou iniciantes) têm encontrado nestas ferramentas a maneira mais simples, rápida e profissional de desenvolver novos jogos. Porém, com tantas engines disponíveis, o desenvolvedor precisa fazer uma escolha considerando os dados mais relevantes ao seu projeto. Este trabalho analisou dados de vários atributos relevantes ao processo de escolha considerando as 10 engines mais populares atualmente, servindo de conhecimento e auxílio à este processo decisório. Palavras-chave: Motores de jogos. Desenvolvimento de jogos. Jogos digitais. ABSTRACT The evolution of the game engines is now moving to more realistic and technically rich games in various fields such as physics, sounds and rendering. From the first enginesto the most current engines for 3D gaming, the goal of development remains the same: to provide the developer with a platform to create exclusive games in such a way that developers do not have to write or develop the game from scratch, but only implement the idea with the help of an engine. -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)
University of Mississippi eGrove Electronic Theses and Dissertations Graduate School 2012 Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts) Chenchutta Denaye Jackson Follow this and additional works at: https://egrove.olemiss.edu/etd Part of the Computer Engineering Commons Recommended Citation Jackson, Chenchutta Denaye, "Virtual Worlds and Conservational Channel Evolution and Pollutant Transport Systems (Concepts)" (2012). Electronic Theses and Dissertations. 147. https://egrove.olemiss.edu/etd/147 This Dissertation is brought to you for free and open access by the Graduate School at eGrove. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of eGrove. For more information, please contact [email protected]. VIRTUAL WORLDS AND CONSERVATIONAL CHANNEL EVOLUTION AND POLLUTANT TRANSPORT SYSTEMS (CONCEPTS) A Dissertation Submitted to the Faculty of the University of Mississippi in partial fulfillment of the requirements for the Degree of Doctor of Philosophy in the School of Engineering The University of Mississippi by CHENCHUTTA DENAYE CROSS JACKSON July 2012 Copyright © 2012 by Chenchutta Cross Jackson All rights reserved ABSTRACT Many models exist that predict channel morphology. Channel morphology is defined as the change in geometric parameters of a river. Channel morphology is affected by many factors. Some of these factors are caused either by man or by nature. To combat the adverse effects that man and nature may cause to a water system, scientists and engineers develop stream rehabilitation plans. Stream rehabilitation as defined by Shields et al., states that “restoration is the return from a degraded ecosystem back to a close approximation of its remaining natural potential” [Shields et al., 2003]. -
Writing Music for Animation, Video Games & Virtual Reality
Writing Music for Animation, Video Games & Virtual Reality I. The Composer's Brief The composer will meet with the director of the production at a spotting session, to decide what kind of original music will go where in the production. Discussion can be focused more on emotions and effects, rather than musical aspects per se, with which the director may not be familiar. Through the contract (see section VI below), the composer will be commissioned to compose, arrange, perform (and/or or have performed), record and mix the music, before delivering finished, mixed masters. The composer will not normally be obliged to re-score the music after delivery of finished mixed masters. The composer may have to begin work with concepts (e.g. for animation a storyboard or still- frame animatics1). In computer games there may be character sketches. The visual material may exist in a rough cut or a (final) locked edit (this is rare). Having a locked edit is ideal, because music can be timed directly to it. Music is timed to picture through a digital audio workstation (DAW). The principle of synchronization stems from the formula: duration of 1 beat = 60 seconds metronome mark In calculating click tracks (see later) the composer should take care to distinguish between simple and compound time signatures. A dotted crotchet (dotted quarter note) is the beat in a 6/8 time signature for example. Each cue will have a SMPTE2 start time. SMPTE shows time in hours:minute:seconds:frames. A frame is one still picture from the animation. Production companies may work at different frame rates, e.g. -
Game Programming Gems 7
Game Programming Gems 7 Edited by Scott Jacobs Charles River Media A part of Course Technology, Cengage Learning Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States Publisher and General Manager, © 2008 Course Technology, a part of Cengage Learning. Course Technology PTR: Stacy L. Hiquet Associate Director of Marketing: ALL RIGHTS RESERVED. No part of this work covered by the copyright Sarah Panella herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to Heather Manager of Editorial Services: photocopying, recording, scanning, digitizing, taping, Web distribution, Talbot information networks, or information storage and retrieval systems, except Marketing Manager: Jordan Casey as permitted under Section 107 or 108 of the 1976 United States Copyright Senior Acquisitions Editor: Emi Smith Act, without the prior written permission of the publisher. Project/Copy Editor: Kezia Endsley CRM Editorial Services Coordinator: Jen Blaney For product information and technology assistance, contact us at Cengage Learning Customer & Sales Support, 1-800-354-9706 Interior Layout Tech: Judith Littlefield Cover Designer: Tyler Creative Services For permission to use material from this text or product, CD-ROM Producer: Brandon Penticuff submit all requests online at cengage.com/permissions Further permissions questions can be emailed to Valerie Haynes Perry Indexer: [email protected] Proofreader: Sue Boshers Library of Congress Control Number: 2007939358 ISBN-13: 978-1-58450-527-3 ISBN-10: 1-58450-527-3 eISBN-10: 1-30527-676-0 Course Technology 25 Thomson Place Boston, MA 02210 USA Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Australia, Mexico, Brazil, and Japan. -
Communication Inside Game Engine
Coordination and communication inside game engine University of Oulu Department of Information Processing Science Master’s Thesis Tuomas Kukkamaa 29 May 2014 2 Abstract This study examines the communication and coordination among different parts of game engine. As games contain multiple co-operating processes, each of which handles a small part of whole game experience, game engines must handle the management of co-operation efficiently. The issue is that while the competitive and demanding game industry has hastened the development of game engines, the academic research has been lagging behind. This study aims to bridge the gap between industrial know-how and academic research by studying how game engines handle managing the processes and data that they require. The study uses coordination paradigm as the research viewpoint and focuses on finding the coordination model used in game engines. The target of the study is to understand how the coordination model is implemented in game engines. The study followed design science research, whereby both industrial know-how and academic literature were used in finding the coordination model and implementation method of it. The coordination model was first searched among the existing models, but as those were proven inefficient in describing the overall theory, a new architectural theory was built. This new theory, called “Communication-oriented game engine architecture”, was then analysed against communication mechanisms used in open source game engines for verification. The result of the analysis indicates that the theory proposed in this thesis explains the common features among analysed game engines. Since the proposed architecture is based on existing and well-known event-based communication mechanism, the theory behind proposed architecture aids in understanding the design of game engines in respect to the design of other software. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller . -
AI Game Programming Wisdom 4
AI Game Programming Wisdom 4 Edited by Steve Rabin Charles River Media A part of Course Technology, Cengage Learning Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States Publisher and General Manager, Course © 2008 Course Technology, a part of Cengage Learning. Technology PTR: Stacy L. Hiquet Associate Director of Marketing: Sarah ALL RIGHTS RESERVED. No part of this work covered by the copyright Panella herein may be reproduced, transmitted, stored, or used in any form or by any means graphic, electronic, or mechanical, including but not limited to Manager of Editorial Services: Heather photocopying, recording, scanning, digitizing, taping, Web distribution, Talbot information networks, or information storage and retrieval systems, except Marketing Manager: Jordan Casey as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the publisher. Acquisitions Editor: Heather Hurley Project Editor: Dan Foster, Scribe Tribe CRM Editorial Services Coordinator: For product information and technology assistance, contact us at Jennifer Blaney Cengage Learning Customer & Sales Support, 1-800-354-9706 Copy Editor: Julie McNamee For permission to use material from this text or product, Interior Layout Tech: Judith Littlefield submit all requests online at cengage.com/permissions Cover Designer: Mike Tanamachi Further permissions questions can be emailed to [email protected] CD-ROM Producer: Brandon Penticuff Indexer: Broccoli Information Management Library of Congress Control Number: 2007939369 Proofreader: Mike Beady ISBN-13: 978-1-58450-523-5 ISBN-10: 1-58450-523-0 eISBN-10: 1-305-40610-9 Course Technology 25 Thomson Place Boston, MA 02210 USA Cengage Learning is a leading provider of customized learning solutions with office locations around the globe, including Singapore, the United Kingdom, Australia, Mexico, Brazil, and Japan. -
1. Planteamiento Del Problema
ESCUELA POLITÉCNICA NACIONAL FACULTAD DE INGENIERIA DE SISTEMAS DESARROLLO DE UN JUEGO DE VIDEO BIDIMENSIONAL POR MEDIO DE LA CREACIÓN DE UN MOTOR GRÁFICO REUTILIZABLE PROYECTO PREVIO A LA OBTENCIÓN DEL TÍTULO DE INGENIERO EN SISTEMAS INFORMÁTICOS Y DE COMPUTACIÓN LUIS FERNANDO ALVAREZ ARTEAGA [email protected] DIRECTOR: ING. XAVIER ARMENDARIZ [email protected] Quito, Junio 2008 2 DECLARACIÓN Yo, Luis Fernando Alvarez Arteaga, declaro bajo juramento que el trabajo aquí descrito es de mi autoría; que no ha sido previamente presentada para ningún grado o calificación profesional; y que he consultado las referencias bibliográficas que se incluyen en este documento. A través de la presente declaración cedo mis derechos de propiedad intelectual correspondientes a este trabajo a la Escuela Politécnica Nacional, según lo establecido por la Ley de Propiedad Intelectual, por su Reglamento y por la normatividad institucional vigente. Luis Fernando Alvarez Arteaga 3 CERTIFICACIÓN Certifico que el presente trabajo fue desarrollado por Luis Fernando Alvarez Arteaga, bajo mi supervisión. Xavier Armendáriz DIRECTOR DE PROYECTO 4 AGRADECIMIENTOS Primeramente quiero dar gracias a Dios, ya que por medio de una gran cantidad de acontecimientos a lo largo de mi carrera y de mi vida me demostró que él es la única fuerza que me ha sostenido y colmado de bendiciones a lo largo de estos años. En segundo lugar quiero agradecer a mi familia, quienes han sido un apoyo incondicional en el desarrollo de este proyecto con sus oraciones y palabras de aliento, más aún en los momentos de mayor dificultad. También agradezco a mi director de tesis, el Ingeniero Xavier Armendáriz, quien con su experiencia profesional en el campo del desarrollo de software contribuyó a que este proyecto tome forma y sea encaminado de la mejor manera.