Development of an Intelligent Wheelchair 3D Simulator/Visualizer
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Multimodal Behavior Realization for Embodied Conversational Agents
Multimed Tools Appl DOI 10.1007/s11042-010-0530-2 Multimodal behavior realization for embodied conversational agents Aleksandra Čereković & Igor S. Pandžić # Springer Science+Business Media, LLC 2010 Abstract Applications with intelligent conversational virtual humans, called Embodied Conversational Agents (ECAs), seek to bring human-like abilities into machines and establish natural human-computer interaction. In this paper we discuss realization of ECA multimodal behaviors which include speech and nonverbal behaviors. We devise RealActor, an open-source, multi-platform animation system for real-time multimodal behavior realization for ECAs. The system employs a novel solution for synchronizing gestures and speech using neural networks. It also employs an adaptive face animation model based on Facial Action Coding System (FACS) to synthesize face expressions. Our aim is to provide a generic animation system which can help researchers create believable and expressive ECAs. Keywords Multimodal behavior realization . Virtual characters . Character animation system 1 Introduction The means by which humans can interact with computers is rapidly improving. From simple graphical interfaces Human-Computer interaction (HCI) has expanded to include different technical devices, multimodal interaction, social computing and accessibility for impaired people. Among solutions which aim to establish natural human-computer interaction the subjects of considerable research are Embodied Conversational Agents (ECAs). Embodied Conversation Agents are graphically embodied virtual characters that can engage in meaningful conversation with human users [5]. Their positive impacts in HCI have been proven in various studies [16] and thus they have become an essential element of A. Čereković (*) : I. S. Pandžić Faculty of Electrical Engineering and Computing, University of Zagreb, Zagreb, Croatia e-mail: [email protected] I. -
An Embeddable, High-Performance Scripting Language and Its Applications
Lua an embeddable, high-performance scripting language and its applications Hisham Muhammad [email protected] PUC-Rio, Rio de Janeiro, Brazil IntroductionsIntroductions ● Hisham Muhammad ● PUC-Rio – University in Rio de Janeiro, Brazil ● LabLua research laboratory – founded by Roberto Ierusalimschy, Lua's chief architect ● lead developer of LuaRocks – Lua's package manager ● other open source projects: – GoboLinux, htop process monitor WhatWhat wewe willwill covercover todaytoday ● The Lua programming language – what's cool about it – how to make good uses of it ● Real-world case study – an M2M gateway and energy analytics system – making a production system highly adaptable ● Other high-profile uses of Lua – from Adobe and Angry Birds to World of Warcraft and Wikipedia Lua?Lua? ● ...is what we tend to call a "scripting language" – dynamically-typed, bytecode-compiled, garbage-collected – like Perl, Python, PHP, Ruby, JavaScript... ● What sets Lua apart? – Extremely portable: pure ANSI C – Very small: embeddable, about 180 kiB – Great for both embedded systems and for embedding into applications LuaLua isis fullyfully featuredfeatured ● All you expect from the core of a modern language – First-class functions (proper closures with lexical scoping) – Coroutines for concurrency management (also called "fibers" elsewhere) – Meta-programming mechanisms ● object-oriented ● functional programming ● procedural, "quick scripts" ToTo getget licensinglicensing outout ofof thethe wayway ● MIT License ● You are free to use it anywhere ● Free software -
Apple IOS Game Development Engines P
SWE578 2012S 1 Apple IOS Game Development Engines Abstract—iOS(formerly called iPhone OS) is Apple's section we make comparison and draw our conclusion. mobile operating system that is used on the company's mobile device series such as iPhone, iPod Touch and iPad which II. GAME ENGINE ANATOMY have become quite popular since the first iPhone launched. There are more than 100,000 of the titles in the App Store are A common misconception is that a game engine only games. Many of the games in the store are 2D&3D games and draws the graphics that we see on the screen. This is of it can be said that in order to develop a complicated 3D course wrong, for a game engine is a collection of graphical game, using games engines is inevitable. interacting software that together makes a single unit that runs an actual game. The drawing process is one of the I. INTRODUCTION subsystems that could be labeled as the rendering With its unique features such as multitouch screen and engine[3]. accelerometer and graphics capabilities iOS devices has Game engines provide a visual development tools in become one of the most distinctive mobile game addition to software components. These tools are provided platforms. More than 100,000 of the titles in the App Store in an integrated development environment in order to are games. With the low development cost and ease of create games rapidly. Game developers attempt to "pre- publishing all make very strange but new development invent the wheel” elements while creating games such as opportunity for developers.[2]Game production is a quite graphics, sound, physics and AI functions. -
Index Images Download 2006 News Crack Serial Warez Full 12 Contact
index images download 2006 news crack serial warez full 12 contact about search spacer privacy 11 logo blog new 10 cgi-bin faq rss home img default 2005 products sitemap archives 1 09 links 01 08 06 2 07 login articles support 05 keygen article 04 03 help events archive 02 register en forum software downloads 3 security 13 category 4 content 14 main 15 press media templates services icons resources info profile 16 2004 18 docs contactus files features html 20 21 5 22 page 6 misc 19 partners 24 terms 2007 23 17 i 27 top 26 9 legal 30 banners xml 29 28 7 tools projects 25 0 user feed themes linux forums jobs business 8 video email books banner reviews view graphics research feedback pdf print ads modules 2003 company blank pub games copyright common site comments people aboutus product sports logos buttons english story image uploads 31 subscribe blogs atom gallery newsletter stats careers music pages publications technology calendar stories photos papers community data history arrow submit www s web library wiki header education go internet b in advertise spam a nav mail users Images members topics disclaimer store clear feeds c awards 2002 Default general pics dir signup solutions map News public doc de weblog index2 shop contacts fr homepage travel button pixel list viewtopic documents overview tips adclick contact_us movies wp-content catalog us p staff hardware wireless global screenshots apps online version directory mobile other advertising tech welcome admin t policy faqs link 2001 training releases space member static join health -
Development of the Virtual Ela®-House
DEVELOPMENT OF THE VIRTUAL ELA®-HOUSE Milán Horváth1, Csaba Dániel2, Jacqueline Stark3 and Cecília Sik Lanyi4 1, 2, 4Department of Image Processing and Neurocomputing, University of Pannonia, Veszprém, Hungary 3 Austrian Academy of Sciences, Department of Linguistics and Communication Research, Vienna, Austria Keywords: Virtual reality, aphasia, language therapy. Abstract: In this paper, the rationale for the development and the process of creating the Virtual ELA® (Everyday Life Activities)-House are described. The Virtual ELA®-House is an innovative therapy program designed for use with clients with language and speech disorders and/or with other cognitive neuropsychological disorders, which result from brain damage, e.g. aphasia, apraxia of speech, neglect, etc. The Virtual Reality setting is chosen as a modern and relevant therapy setting which imitates real everyday life scenarios. Computer supported cognitive and language therapy allows for repetitive application in the clinical and home setting which is necessary for learning to take place. The advantages of employing a software program based on a Virtual Environment, in particular the Virtual ELA® -House, are discussed. 1 INTRODUCTION Thus, an important goal in this project was to attain a high degree of correspondence with the analogue Virtual Reality offers a wide range of applications in ELA®-picture stimuli, which is also required for an the field of cognitive neuropsychology, both in authentic virtual world. In a virtual world the diagnosing cognitive deficits and in treating them. designer of a task attempts to capture all aspects Virtual Reality is also a useful tool for skill-building which a particular task requires, but it is very crucial and training by creating a virtual setting, which for it to be true to nature. -
Proceedings of the 2005 IJCAI Workshop on Reasoning
Proceedings of the 2005 IJCAI Workshop on Reasoning, Representation, and Learning in Computer Games (http://home.earthlink.net/~dwaha/research/meetings/ijcai05-rrlcgw) David W. Aha, Héctor Muñoz-Avila, & Michael van Lent (Eds.) Edinburgh, Scotland 31 July 2005 Workshop Committee David W. Aha, Naval Research Laboratory (USA) Daniel Borrajo, Universidad Carlos III de Madrid (Spain) Michael Buro, University of Alberta (Canada) Pádraig Cunningham, Trinity College Dublin (Ireland) Dan Fu, Stottler-Henke Associates, Inc. (USA) Joahnnes Fürnkranz, TU Darmstadt (Germany) Joseph Giampapa, Carnegie Mellon University (USA) Héctor Muñoz-Avila, Lehigh University (USA) Alexander Nareyek, AI Center (Germany) Jeff Orkin, Monolith Productions (USA) Marc Ponsen, Lehigh University (USA) Pieter Spronck, Universiteit Maastricht (Netherlands) Michael van Lent, University of Southern California (USA) Ian Watson, University of Auckland (New Zealand) Aha, D.W., Muñoz-Avila, H., & van Lent, M. (Eds.) (2005). Reasoning, Representation, and Learning in Computer Games: Proceedings of the IJCAI Workshop (Technical Report AIC-05). Washington, DC: Naval Research Laboratory, Navy Center for Applied Research in Artificial Intelligence. Preface These proceedings contain the papers presented at the Workshop on Reasoning, Representation, and Learning in Computer Games held at the 2005 International Joint Conference on Artificial Intelligence (IJCAI’05) in Edinburgh, Scotland on 31 July 2005. Our objective for holding this workshop was to encourage the study, development, integration, and evaluation of AI techniques on tasks from complex games. These challenging performance tasks are characterized by huge search spaces, uncertainty, opportunities for coordination/teaming, and (frequently) multi-agent adversarial conditions. We wanted to foster a dialogue among researchers in a variety of AI disciplines who seek to develop and test their theories on comprehensive intelligent agents that can function competently in virtual gaming worlds. -
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. -
Mapping Game Engines for Visualisation
Mapping Game Engines for Visualisation An initial study by David Birch- [email protected] Contents Motivation & Goals: .......................................................................................................................... 2 Assessment Criteria .......................................................................................................................... 2 Methodology .................................................................................................................................... 3 Mapping Application ......................................................................................................................... 3 Data format ................................................................................................................................... 3 Classes of Game Engines ................................................................................................................... 4 Game Engines ................................................................................................................................... 5 Axes of Evaluation ......................................................................................................................... 5 3d Game Studio ....................................................................................................................................... 6 3DVIA Virtools ........................................................................................................................................ -
Integration of a 3D Rendering Engine with a Physics Simulator
Universitat de Lleida Escola Politècnica Superior Màster en Enginyeria de Programari Lliure Treball de final de Màster Integration of a 3D rendering engine with a physics simulator Author: Alberto Montañola Lacort Directors: Carlos Ansótegui Gil Juan Manuel Gimeno Illa June 2009 Integration of a 3D rendering engine with a physics simulator Index 1.Introduction.........................................................................................9 1.1.Project Description.......................................................................9 1.2.Project Goals..............................................................................10 1.3.Document structure...................................................................10 2.Definitions, concepts and technology...............................................13 2.1.Definitions..................................................................................13 2.1.1.The scene............................................................................13 2.1.2.Scene Objects......................................................................14 2.2.Technologies...............................................................................18 2.2.1.The rendering engine..........................................................18 2.2.1.1.The rendering process..................................................19 2.2.1.2.Low level programing interfaces...................................20 2.2.1.3.High level programing interfaces..................................21 2.2.2.The input system.................................................................21 -
Procedural Content Generation for Computer Games
Procedural Content Generation for Computer Games Dissertation Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Yinxuan Shi, B.S. Graduate Program in Computer Science and Engineering The Ohio State University 2016 Dissertation Committee: Dr. Roger Crawfis, Advisor Dr. Yusu Wang Dr. Eric Fosler-Lussier Dr. Neelam Soundarajan Copyrighted by Yinxuan Shi 2016 Abstract Procedural Content Generation (PCG) is no new concept for the gaming industry. From early games like Rogue (1980) and The Sentinel (1986) to more recent games like Diablo III (2012) and Path of Exile (2013), PCG is heavily used in dungeons, quests, mini bosses and even storyline creation. The advantages PCG offers is not just limited to empowering game designers with fast content prototype/creation, but can also provide in-game adaptation to player’s response and small memory footprint. While there is much research on PCG, few results contribute to the evaluation: Does the generated content makes the game more interesting/fun? To answer this question, we examine two applications of PCG. One is level creation and another is visual content creation such as crowds. For level creation, the existing techniques mainly focus on map/terrain generation. In games where the player either avoids or engages in combat against hostile targets, the player’s experience involves other aspects such as enemy and resource placement and navigation. The problem of creating a fun level can be formulated into searching for a good combination of these aspects. This leads to two problems: 1. -
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. -
移动游戏开发经验技术分享 -以 Looptek Game World 为例
移动游戏开发经验技术分享 -以 LoopTek Game World 为例 柯博文 柯博文个人简介: 新浪微博 @powenko 美国硅谷LoopTek公司首席技术官http://www.looptek.com 录克软体公司首席执行官http://tw.looptek.com 专注于谷歌Android和苹果iPhone手机登入软体开发,目前已经在谷歌的Android市场和iPhone 上开发销售近百款软件,并有多款曾经为十大软件,国内外数十field -大型演讲彲者,并出版 五本书籍,上百篇杂志,处理。 柯博文是美国矽谷LoopTek公司首席技术官,台北录克公司的首席执行官。从1993年起连续二 年拿下电玩设计阶段金磁片,更在1998年维普以电玩大富翁总动员拿下该年度益智类最佳游戏 大赏目前专注于谷歌Android和苹果iPhone手机登入软体发展,并为大型上市公司开发相关软 体,如台北国泰世华银行,台湾房屋等,目前已经在谷歌的Android市场和iPhone上开发销售 近百款款软体,并有多款曾经为十大软体,目前也担任中国工字钢信部电子视像行业协会的数 字平台推进中心顾问。 为何要开发游戏 智能型手机的市场现况 iOS的市场现况 iOS的市场现况 iOS的市场现况 开发游戏的几种技巧 iOS SDK- UIImageView NSArray * imageArray = [[NSArray alloc] initWithObjects:[UIImage imageNamed:@"1.png"], [UIImage imageNamed:@"2.png"], [UIImage imageNamed:@"3.png"], [UIImage imageNamed:@"4.png"], [UIImage imageNamed:@"5.png"], Nil]; UIImageView * ryuJump = [[UIImageView alloc] initWithFrame:CGRectMake(100, 125, 150, 130)]; ryuJump.animationImages = imageArray; ryuJump.animationDuration = 1.1; ryuJump.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:ryuJump]; [ryuJump startAnimating]; 2D Lib, cocos2d-iPhone http://code.google.com/p/cocos2d-iphone/ 2D Objective-C Open Source 2D Lib, cocos2d-iPhone http://code.google.com/p/cocos2d-iphone/ Cocos2d-demo LoopTek 2D Game Fart Drop Swap bubble Objective-C OpenGL ES -(void)setupView:(GLView*)view { const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0; GLfloat size; glEnable(GL_DEPTH_TEST); glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size,