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A Review of Applications of Computer Games in Education and Training
Session T4A A Review of Applications of Computer Games in Education and Training Felipe Arango, El-Sayed Aziz, Sven K. Esche and Constantin Chassapis Stevens Institute of Technology, Department of Mechanical Engineering, Hoboken, New Jersey 07030, USA [email protected], [email protected], [email protected] and [email protected] Abstract - Scientists, engineers and educators are rendering, audio output, in-game physics modeling, game increasingly using environments enabled by advanced logics, rudimentary artificial intelligence, user interactions cyberinfrastructure tools for their research, formal and as well as multi-user networking) and is usually informal education and training, career development accompanied by a software development kit (SDK). These and life-long learning. For instance, academic SDKs enable others to develop customized content that is institutions as well as private training and education then utilized in conjunction with the game engine. companies have recently started to explore the potential Currently, several computer game engines are commercially of commercially available multi-player computer game available and have been used by developers to create very engines for the development of virtual environments for realistic massive multiplayer game environments (e.g. instructional purposes. Most of these developments are World of Warcraft [2], Everquest II [3], Second Life [4]). At still in their early stages and are focused mainly on present, some of the better known commercial game engines investigating the suitability of interactive games for representing the cutting edge of technology in first person remote user interaction, content distribution and perspective graphics are Epic Game’s Unreal engine [5], id collaborative activities. Some of the ongoing projects Software’s DOOM 3 engine [6] and Valve Corporation’s have additional research objectives, such as the analysis Source engine [7]. -
Courrier Du CNRS 1991
Ce document a été réalisé à partir du document original de 1995. Il a été obtenu par scan (en 2017) de chaque page ensuite traitée, avant d’être reconstruit. Il peut donc présenter des légères différences ainsi que quelques coquilles mais son contenu est inchangé par rapport à celui du document original LE COURRIER DU CNRS Ce numéro du Courrier du CNRS a été DOSSIERS SCIENTIFIQUES préparé sous la direction du département scientifique Sciences pour l'ingénieur du CNRS. Directeur de la publication : Le Courrier du CNRS remercie les François Kourilsky auteurs et les organismes qui ont participé à ce dossier. REALISATION : Les titres, les chapeaux introductifs et CNRS-Atelier de l'Ecrit les résumés ont été rédigés par la Groupement des Unités de la rédaction. Communication du CNRS Les textes peuvent être reproduits sous I - place Aristide Briand réserve de l’autorisation du directeur 92195 Meudon Cedex de la publication. Prix : 50 francs. Vente au numéro : Direction : Bernard Hagene Presses du CNRS, 20-22, rue Saint- Rédaction en chef: Sylvie Langlois Amand, 75015 Paris- Rédaction : Pierrette Massonnet tél :(1) 45 33 16 00. Diffusion : Christine Girard Secrétariat: Muriel Hourüer Fabrication Coordination de la fabrication : COMITE SCIENTIFIQUE : J.O. - Communication, 10, avenue Bourgain, Coordinateur 92130 Issy-les-Moulineaux COUVERTURE Direction artistique ; Top Conseil. 18, rue Gérard Favier Volney, 75002 Paris - tél. : 42.96.14.58. Première étape du traitement du signal : Pierre-Y ves Arqués Impression : Roto-France-Impression, boulevard l'acquisition de l’information. de Beaubourg, Emerainville, 77327 Marne-la- Albert Bijaoui Vallée Cedex 2 - tél. : 60.06.60.00. -
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-Game Performance
The Impact of Multichannel Game Audio on the Quality of Player Experience and In-game Performance Joseph David Rees-Jones PhD UNIVERSITY OF YORK Electronic Engineering July 2018 2 Abstract Multichannel audio is a term used in reference to a collection of techniques designed to present sound to a listener from all directions. This can be done either over a collection of loudspeakers surrounding the listener, or over a pair of headphones by virtualising sound sources at specific positions. The most popular commercial example is surround-sound, a technique whereby sounds that make up an auditory scene are divided among a defined group of audio channels and played back over an array of loudspeakers. Interactive video games are well suited to this kind of audio presentation, due to the way in which in-game sounds react dynamically to player actions. Employing multichannel game audio gives the potential of immersive and enveloping soundscapes whilst also adding possible tactical advantages. However, it is unclear as to whether these factors actually impact a player’s overall experience. There is a general consensus in the wider gaming community that surround-sound audio is beneficial for gameplay but there is very little academic work to back this up. It is therefore important to investigate empirically how players react to multichannel game audio, and hence the main motivation for this thesis. The aim was to find if a surround-sound system can outperform other systems with fewer audio channels (like mono and stereo). This was done by performing listening tests that assessed the perceived spatial sound quality and preferences towards some commonly used multichannel systems for game audio playback over both loudspeakers and headphones. -
Episteme Em Artigos VIII
Ensinar e aprender é algo contagioso, pois o que dissemina sabedoria também constrói o novo. O projeto Episteme é uma destas inovações que, há anos, se renova e reinventa nossa realidade. Por isso, com muito Episteme em Artigos orgulho convidamos a todos para conhecer mais um pouco deste trabalho, e junto conosco compartilhar seus pensamentos, seus ideais e suas buscas. VIII Um olhar sobre as Profissões Pontual Centro de Ensino - Uma escola feita a mão... Rua Tupi, 455 - Centro - Londrina PR - 43 3321 6757 www.pontuallondrina.com.br facebook.com/pontuallondrina Uma Escola feita a mão Organização Carlos Augusto Portello Carlos Henrique Duarte Maria Luisa Marigo 2014 Volume VIII Todos os direitos reservados. Proibida a reprodução total ou em partes sem autorização prévia. Índice Apresentação .......................................................................................... 04 Dedicatória ............................................................................................... 05 A biologia celular e marinha ................................................................... 06 Eduardo Kiiti Hachiya Martins e William Seiki Ogido Hirata Jogos indies – Gamers nova profissão? ............................................... 18 Antonio Panissa e André Panissa O que é um escritor? ............................................................................... 31 Júlia Oliveira Bilibio Profissões mais e menos remuneradas ................................................ 43 Vitor Hugo Omotto e Henrique Yabushita Um olhar sobre a psicanálise -
Official Playstation Magazine! Get Your Copy of the Game We Called A, “Return to Form for the Legendary Spookster,” in OPM #108 When You Subscribe
ISSUE 114 OCTOBER 2015 £5.99 gamesradar.com/opm LARA COMES HOME TOMB RAIDER It’s official! First look as Rise Of The Tomb Raider heads to PS4 ASSASSIN’SBETTER ON PS4! CREED SYNDICATE Back to its best? Victorian London explored and PS4-exclusive missions uncovered in our huge playtest EXPERT PLAYTEST STAR WARS BATTLEFRONT Fly the Millennium Falcon in the mode of your dreams COMPLETED! RECORD-BREAKING TEN-PAGE METAL GEAR SOLID REVIEW DESTINY: MAFIA III COMES BACK FROM THE TAKEN KING THE DEAD TO MAKE OUR DAY We’ve finished it! All-access CALL OF DUTY SIDES WITH PS4: pass to the best DLC ever WHAT DOES IT MEAN FOR YOU? ISSUE 114 / OCT 2015 Future Publishing Ltd, Quay House, The Ambury, Welcome Bath BA1 1UA, United Kingdom Tel +44 (0) 1225 442244 Fax: +44 (0) 1225 732275 here’s just no stopping the PS4 train. Email [email protected] Twitter @OPM_UK Web www.gamesradar.com/opm With Sony’s super-machine on track to EDITORIAL Editor Matthew Pellett @Pelloki eventually overtake PS2 as the best- Managing Art Editor Milford Coppock @milfcoppock T Production Editor Dom Reseigh-Lincoln @furianreseigh selling console ever, developers keep News Editor Dave Meikleham flocking to Team PlayStation. This month we CONTRIBUTORS Words Alice Bell, Jenny Baker, Ben Borthwick, Matthew Clapham, Ian Dransfield, Matthew Elliott, Edwin Evans-Thirlwell, go behind the scenes of five of the best Matthew Gilman, Ben Griffin, Dave Houghton, Phil Iwaniuk, Jordan Farley, Louis Pattison, Paul Randall, Jem Roberts, Sam games due out this year to show you why Roberts, Tom Sykes, Justin Towell, Ben Wilson, Iain Wilson Design Andrew Leung, Rob Speed the biggest blockbusters of the gaming ADVERTISING world are set to be better on PS4. -
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 . -
Simulate Waste Rock Flow During Co-Disposal for Dilution Control
Underground Design Methods 2015 – Y Potvin (ed.) © 2015 Australian Centre for Geomechanics, Perth, ISBN 978-0-9924810-3-2 doi:10.36487/ACG_rep/1511_32_Basson Simulate waste rock flow during co-disposal for dilution control FRP Basson Newmont Asia Pacific, Australia NJ Dalton Newmont Asia Pacific, Australia BJ Barsanti Newmont Asia Pacific, Australia AL Flemmer Newmont Asia Pacific, Australia Abstract Trucking waste material to surface in deep underground mines is costly, and the benefits of waste co-disposal with cemented paste or hydraulic fill substantial. When co-disposing into primary stopes, a concern is that the waste could accumulate against a secondary stope wall and cause dilution during extraction of adjacent stopes. Waste flow can be controlled with the waste pass design, but dedicated software to simulate the waste flows into the stoping voids is not readily available. Rigid body dynamic physics engines are already used to simulate rockfalls in open pits, and the authors used the three-dimensional fall package Trajec3D to simulate rock flows from waste backfilling into stopes. The aims of the simulations are to gain an understanding of the waste flows, predict waste accumulation areas for different waste pass designs and select an appropriate rate of waste tipping. Cavity monitoring survey (CMS) triangulation files cannot be directly loaded in Trajec3D, as model preparation must first be done. The paper discusses the preliminary steps to set the model up correctly, the learnings from the authors’ simulation attempts, and the rock properties that could be used for simulations. 1 Introduction The Callie underground gold mine (CUG) is located 531 km north-west of Alice Springs in the Northern Territory. -
8 3D NAVIGATION BASED on 3D GAME ENGINE – Preliminary Results
8 3D NAVIGATION BASED ON 3D GAME ENGINE – Preliminary Results Khairul Hafiz Sharkawi Alias Abdul Rahman Department of Geoinformatics, Faculty of Geoinformation Science and Engineering, Universiti Teknologi Malaysia, 81310 UTM Skudai, Johor, Malaysia. ABSTRACT With new technology of hardware and software available today, more and more research on 3D capabilities were carried out, tested and incorporated with GIS as an effort to realize the components of 3D GIS such as 3D navigation. Many navigation systems use 2D maps to represent the real world objects and situations; and most of them were not able to provide real spatial information (shapes, colors or materials) of the objects or scenes, as we perceived. Features and navigational landmarks were not easily available for navigating in the real world, as they were very useful and helpful for the navigation purposes. This chapter describes an experiment on 3D navigation (indoor and outdoor) within building environment. We utilize a freely available 3D game engine as a navigation tool couple with simple programming effort. We also incorporated the navigation system with spatial database management system (DBMS). The navigation system works and will be presented. The outlook and future works on the proposed navigation system for 3D GIS will be highlighted. 156 Advances towards 3D GIS 1.0 INTRODUCTION Rapid development in computer-related industries and technologies has lead to the emergence of better hardware and software that can support more sophisticated functions, smart applications and more complex (3D) visualizations and capabilities. The need for 3D capabilities to be incorporated in computer applications has long been sought and worked on; and its demands are growing due the availability of these technologies. -
Game Is Not Over Yet: Software Patents and Their Impact on Video Game Industry in Europe
Game Is Not Over Yet: Software Patents and Their Impact on Video Game Industry in Europe Huang Yan∗ Abstract: The paper conducts a review of patent protection of video game software, such as computer game engine, game methods and game concept. The paper compares the software patent protection schemes between the US and the EU, and points out that strong software patent protection for video games may intrude virtual world and stifle innovation. The paper believes that property rights in virtual worlds are really about social relations. Only when Europe has recognized the missions of patent protection and the features of the video game business, can it make its own satisfied legal arrangements of the social relations in the real-world, and achieve the goals set by itself in the political and cultural strategies. I. Introduction A video game is usually defined as “an electronic or computerized game played by manipulating images on a video display or television screen.”1 The term “video games” includes console games, PC offline games, online games, and wireless games. There is a traditional perception that compared to other sectors of economy video games are a matter of enlightenment, which is very marginal in terms of economic contribution. However, the Study on the Economy of Culture in Europe suggests ∗ PhD candidate at the Law Faculty, National University of Singapore 1 European Commission, Study on the Economy of Culture in Europe, October 2006 http://ec.europa.eu/culture/eac/sources_info/studies/economy_en.html (Last visited Mar 12th, 2008) 1 otherwise. According to the study carried out by the European Commission in October 2006, the revenues of the video game industry as a whole on a global level are reported to have doubled between 1997 and 2003, reaching € 15.3 billion in 2003; at European level, the turnover of the video game sector increased from €2.6 billion in 1997 to €5.25 billion in 2003. -
Desarrollo De Un Entorno Virtual Para Visualización 3D De Los Riesgos Que Se Pueden Presentar Dentro De Las Instalaciones De La Universidad Autónoma De Occidente
DESARROLLO DE UN ENTORNO VIRTUAL PARA VISUALIZACIÓN 3D DE LOS RIESGOS QUE SE PUEDEN PRESENTAR DENTRO DE LAS INSTALACIONES DE LA UNIVERSIDAD AUTÓNOMA DE OCCIDENTE LINA JOHANNA MONTOYA AGUILAR UNIVERSIDAD AUTÓNOMA DE OCCIDENTE FACULTAD DE INGENIERIA DEPARTAMENTO DE OPERACIONES Y SISTEMAS PROGRAMA INGENIERÍA INFORMÁTICA SANTIAGO DE CALI 2011 DESARROLLO DE UN ENTORNO VIRTUAL PARA VISUALIZACIÓN 3D DE LOS RIESGOS QUE SE PUEDEN PRESENTAR DENTRO DE LAS INSTALACIONES DE LA UNIVERSIDAD AUTÓNOMA DE OCCIDENTE LINA JOHANNA MONTOYA AGUILAR Trabajo de Grado para optar al título de Ingeniero en Informático Director JESÚS DAVID CARDONA QUIROZ Doctor en Ingeniería Informática UNIVERSIDAD AUTÓNOMA DE OCCIDENTE FACULTAD DE INGENIERÍA DEPARTAMENTO DE OPERACIONES Y SISTEMAS PROGRAMA INGENIERÍA INFORMÁTICA SANTIAGO DE CALI 2011 Nota de aceptación: Aprobado por el Comité de Grado en cumplimiento de los requisitos exigidos por la Universidad Autónoma de Occidente para optar al título de Ingeniero en Informática. Ms.C. CARLOS ALBERTO PELÁEZ Jurado Ph.D. OLMEDO ARCILA GUZMÁN Jurado Santiago de Cali, 01 de Junio de 2011 Primero a DIOS, por darme la bendición de tener Educación Superior gracias a Él que me dio sabiduría y entendimiento, que no me deja rendir y que siempre me acompaña en todo momento. A mis Padres, Vilma Aguilar y Freddy Montoya, quienes más que la vida, me han brindado los mejores consejos, el apoyo cuando lo necesito, por todo lo que soy; gracias a su esfuerzo me ayudan cada día a crecer, a soñar, a tomar decisiones, a ser mejor. Agradezco en especial a mi madre que siempre ha estado ahí conmigo, a quien debo mi dedicación, ánimos de lucha y esfuerzo. -
Work Experiences Skills School Formation Prizes and Mentions
[email protected] (514) 462-7297 5792 rue Alphonse, Brossard, QC Alexandre Trudel J4Z 1C1 DMP/ENV Artist Work experiences Skills 3D Generalist Softwares: Photoshop, Illustrator, After Effects, Premiere Rayon FX Pro, Bridge & inDesign CC, NukeX, Maya, ZBrush, August 3rd, 2020 to January 5th, 2021 Mudbox (basic); Substance Painter, Designer and Softwares: Maya, Nuke, Photoshop, Redshift, Houdini, Alchemist; Mari, SpeedTree, Cinema 4D, Katana, Substance Painter and Alchemist, Blender, 3Ds Max Reality Capture (basic), UVLayout, Photoscan, Terragen (basic), Houdini (basic), Clarisse iFX, Quadspinner Environment Artsit/Digital Matte Painter Gaea, World Creator 2, Unreal Engine, Ableton Live 9 Rodeo FX Montreal July 2nd, 2019 to December 18, 2019 Renderers: Arnold, Octane, Renderman, VRay, Redshift Softwares: Maya, Nuke, Katana, Photoshop, Bridge, ZBrush, Clarisse iFX, Substance Painter and Designer, Blender Programming languages: PyMEL, MEL & Python (basic) Movies: Zombieland: Double Tap, Jumanji: The Next Level OS: Windows, Linux, Mac Environment TD/Digital Matte Painter Prizes and mentions MPC Film Montreal May 23rd, 2017 to June 28, 2019 Populis Sakarine was selected for the evening of Softwares: Maya, Nuke, Katana, Mari, Photoscan, projection of the 16th edition of Dérapage Photoshop, Bridge, ZBrush, Mudbox, UVLayout, Houdini Cinémathèque québécoise, Montreal Movies: X-Men: Dark Phoenix, Underwater, The Predator, May 3, 2016 Maleficent: Mistress of Evil, Godzilla: The King of Monsters, SHAZAM!, Dolittle, Noëlle Certificate of voluntary implication VFX Generalist Action Humanitaire et Communautaire (AHC) MPC Film Montreal University of Montreal, Montreal October 11, 2016 to February 3, 2017 April 2015 Softwares & Scripts: Maya, Nuke, Katana, Cinema 4D, Octane, Reality Capture, Sublime, MPC Tools, Python Winning team for the pitch Movie: Ghost in the Shell Annie Sage and Couche-Tard Class : Promotional Communication School formation University of Montreal, Montreal December 2013 D.É.S.S. -
Virtual Reality Software Taxonomy
Arts et Metiers ParisTech, IVI Master Degree, Student Research Projects, 2010, Laval, France. RICHIR Simon, CHRISTMANN Olivier, Editors. www.masterlaval.net Virtual Reality software taxonomy ROLLAND Romain1, RICHIR Simon2 1 Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France 2Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France [email protected], [email protected] Abstract— Choosing the best 3D modeling software or real- aims at realizing a state of the art of existing software time 3D software for our needs is more and more difficult used in virtual reality and drawing up a short list among because there is more and more software. In this study, we various 3D modeling and virtual reality software to make help to simplify the choice of that kind of software. At first, easier the choice for graphic designers and programmers. we classify the 3D software into different categories we This research is not fully exhaustive but we have try to describe. We also realize non-exhaustive software’s state of cover at best the software mainly used by 3D computer the art. In order to evaluate that software, we extract graphic designers. evaluating criteria from many sources. In the last part, we propose several software’s valuation method from various At first, we are going to list the major software on the sources of information. market and to group them according to various user profiles. Then, we are going to define various criteria to Keywords: virtual, reality, software, taxonomy, be able to compare them. To finish, we will present the benchmark perspectives of this study.