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Computer Animation: from Avatars to Unrestricted Autonomous Actors (A Survey on Replication and Modelling Mechanisms) Alfredo Pina! *, Eva Cerezo", Francisco J
Computers & Graphics 24 (2000) 297}311 Survey Computer animation: from avatars to unrestricted autonomous actors (A survey on replication and modelling mechanisms) Alfredo Pina! *, Eva Cerezo", Francisco J. SeroH n" !Mathematics and Computer Science Department, Public University of Navarra, Compus de Arrosadia s/n, 31006, Pamplona, Spain "Advanced Computer Graphics Group (GIGA), Computer Science Department, Technical School of Engineering, University of Zaragoza, Zaragoza, Spain Abstract Dealing with synthetic actors who move and behave realistically in virtual environments is a task which involves di!erent disciplines like Mechanics, Physics, Robotics, Arti"cial Intelligence, Arti"cial Life, Biology, Cognitive Sciences and so on. In this paper we use the nature of the information required for controlling actors' motion and behaviour to propose a new classi"cation of synthetic actors. A description of the di!erent motion and behaviour techniques is presented. A set of Internet addresses of the most relevant research groups, commercial companies and other related sites in this area is also given. ( 2000 Elsevier Science Ltd. All rights reserved. Keywords: Computer animation; Avatars; Behaviour modelling; Arti"cial life; Synthetic factors 1. Introduction interactions with a simple virtual world. As synthetic actors are placed in simulated worlds of growing com- Computer animation technologies allow users to gen- plexity, an obvious requirement that comes about is to erate, control, and interact with life-like representations make them perform in these worlds. Advances in com- in virtual worlds. Such worlds may be 2D, 3D, real-time puter animation techniques have spurred increasing 3D, or real-time 3D shared with other participants, and levels of realism and virtual characters closely mimic the actors can be given the form of humans, animals, or physical reality and typically draw upon results from animate objects. -
Interacc14completo.Pdf
TimeMesh: Producing and evaluating a Serious Game Pedro M. Latorre Andrés, Jorge López Carlos Vaz de Carvalho Moreno, Francisco J. Serón Arbeloa GILT Departamento de Informática e Ingeniería de Instituto Superior de Engenharia do Porto Sistemas Rua Bernardino de Almeida, 431 Centro Politécnico Superior (Universidad de 4200-072 Porto (Portugal) Zaragoza) [email protected] María de Luna, 1 E-50015 Zaragoza (Spain) [email protected] ABSTRACT Computer games have wide acceptance among younger Serious Games are specifically designed to develop men- learners for their challenging design but also for the social in- tal abilities and skills such as strategy, mental calculation teractions they generate (especially web based games). Re- and decision making but the acquisition of deep knowledge search shows that games do develop mental abilities and is less well understood. The SELEAG (Serious Learning skills such as strategy, mental calculation and decision mak- Games) engine is a multiplayer graphical adventure system, ing but the acquisition of deep knowledge is less well un- inspired by the 90s graphic adventures created by LucasArts. derstood. Serious games are specifically designed to change This engine has been used to implement the Serious Game behaviors and impart knowledge and are widely used with TimeMesh, designed to impart knowledge and competences adults in training situations, such as emergency prepared- in the area of History and Geography. ness, training for leadership and even citizenship [1]. The To test the acquisition of knowledge with Timemesh a use of serious games with an younger audience has been complete process of evaluation was needed, divided in three much less explored, though. -
Performance and Architecture Optimization in an HTML5-Based Web Game
Linköping University | Department of Computer science Master Thesis | Computer Science Spring term 2016 | LiTH-IDA/ERASMUS-A–16/001—SE Performance and architecture optimization in an HTML5-based web game Corentin Bras Tutor, Aseel Berglund Examinator, Henrik Eriksson Copyright The publishers will keep this document online on the Internet – or its possible replacement – for a period of 25 years starting from the date of publication barring exceptional circumstances. The online availability of the document implies permanent permission for anyone to read, to download, or to print out single copies for his/hers own use and to use it unchanged for non-commercial research and educational purpose. Subsequent transfers of copyright cannot revoke this permission. All other uses of the document are conditional upon the consent of the copyright owner. The publisher has taken technical and administrative measures to assure authenticity, security and accessibility. According to intellectual property law the author has the right to be mentioned when his/her work is accessed as described above and to be protected against infringement. For additional information about the Linköping University Electronic Press and its procedures for publication and for assurance of document integrity, please refer to its www home page: http://www.ep.liu.se/. © Corentin Bras Abstract Web applications are becoming more and more complex and bigger and bigger. In the case of a web game, it can be as big as a software. As well, as these applications are run indirectly through a web browser they need to be quite well optimized. For these reasons, performance and architecture are becoming a crucial point in web development. -
Australian Indigenous Virtual Heritage
1 Australian Aboriginal Virtual Heritage A philosophical and technical foundation for using new media hardware and software technologies to preserve, protect and present Aboriginal cultural heritage and knowledge. Protecting, preserving and promoting Aboriginal arts, cultures, heritage and knowledge using 3D virtual technologies. Submitted in fulfilment of the requirements for the degree of Master of Arts (Research), Creative Industries Faculty, Queensland University of Technology, 2014 Image 1 - This virtual screen shot is from Vincent’s World and represents a re-create of a view and path (Songline) around the base of the Tombs in the Mt Moffatt Section of Carnarvon Gorge. This document meets the requirements of a presentation of thesis by published as specified in Section 123 of the Queensland University of Technology MOPP. 2 Keywords Australia, Aboriginal Australia, Aboriginal Virtual Heritage, Aboriginal Digital Heritage, Indigenous history, arts and culture, virtual technologies, virtual reality, digital knowledge management, virtual culture, digital culture, digital mapping, spatial knowledge management, spatial systems 3 Abstract Cultural knowledge is a central tenant of identity for Aboriginal people and it is vitally important that the preservation of heritage values happens. Digital Songlines is a project that seeks to achieve this and was initiated as a way to develop the tools for recording cultural heritage knowledge in a 3D virtual environment. Following the delivery of a number of pilots the plan is to develop the software as a tool and creative process that anyone can use to record tangible and intangible natural and cultural heritage knowledge and to record the special significance of this knowledge as determined by the traditional owners. -
USS Inferno Celebrates 5 Years in STARFLEET
STARFLEET Communiqué Issue Number 152, April/May, 2009 A newsletter publication provided for members of STARFLEET, The International Star Trek Fan Association, Inc. table of contents Carolyn “CZ” Zimdahl (March 1, 1958 - March 29, 2009) STARFLEET Communiqué Eulogies, Tributes, and Memories from numerous STARFLEET friends 3 Number 152 Report from the Commander, STARFLEET by FADM Sal Lizard 5 Report from the Vice-Commander, STARFLEET by VADM Dave Blaser 6 Publisher: Jonathan Lane Communications Report by COMM Jon Lane 7 Editor-in-Chief: Prasith Kim-Aun, DMD Operations Report by RADM Jerry Tien 9 Content Editor: Dennis Rayburn Computer Operations Report by COMM John Halliday 10 Layout: Prasith Kim-Aun, DMD Report from the Chief Financial Officer by COMM Michael Stein 11 Front Cover Layout and Photos: Jon Lane Shakedown Operations Report by RADM Warren Price 12 Proof Readers: Jon Lane and Alex Rosenzweig Academy News by ADM Peg Pellerin 13 Ask “Deep Trek” - #004 by COMM George Flanik 14 ECAB Report by VADM Dave Blaser 15 Published by: Newsletter Contest - Announcement and Rules by MGN Dennis Rayburn 16 STARFLEET, USS Niagara Celebrates 6 Years in STARFLEET by LT Jeffrey Scott Triz 17 The International Star Trek Fan Association, Inc. PO Box 291 Donations Needed by CAPT Reed Livingston Bates 17 North Hampton, NH 03862 The Origin of the Term “Ship of the Line” by CMDR George Flanik 18 USS Republic: St. Patrick’s Parade and Fundraising by CAPT Eric L. Watts 18 Send submissions via e-mail to STARFLEET Quartermaster - Stuff for Sale by ADM Pete Mohney 19 [email protected] Flag Officer Promotions by ADM Linda Kloempken 19 ...or any written papers to the address above. -
Designer Think Tank Discussion a Talk by Michelle Tracey, Beth Kates, Echo Zhou, and Andrea Donaldson Nov 20, 2020
Designer Think Tank Discussion A talk by Michelle Tracey, Beth Kates, Echo Zhou, and Andrea Donaldson Nov 20, 2020 TRANSCRIPT AD: Hi, everybody. Welcome to the Groundswell Festival. I'm Andrea Donaldson, Artistic Director of Nightwood Theatre. Um, I’m so [inaudible] to invite you today to the Design Think Tank with Beth Kates, Michelle Tracy, and Echo Zhou. Um, before I introduce them, I just wanted to mention that we're working with Accessibility and Disability consultants, Jeff--um, Jess Watkin and Shay Erlich and in an effort to make our festival as accessible as possible for everyone, including blind folks and folks with low vision, uh, we'll be offering a description of ourselves through while we introduce ourselves, and for any slides that are shown throughout the program, um, our designers will do their best to give a visual description as well. Um, so I'll describe myself now and then I’ll invite our guests to do the same. So again, I'm Andrea Donaldson. I'm a white settler, female-presenting, um, I have dirty gray, um, strawberry blondish hair, and I'm wearing a black cashmere sweater and a silver circle necklace, and I have a virtual backdrop, which is kind of a, a scratchy gray texture. Maybe I'll invite Michelle to, to offer a description. MT: Hi, everyone. Um, my name is Michelle Tracey. I'm a designer. Uh, I'm a 30 year old female-presenting white settler of Lebanese and Scottish descent. I have curly Brown and blonde hair. I'm wearing thin silver framed glasses and I'm wearing a black and white checked wool sweater. -
Java Game Developer Interview Questions and Answers Guide
Java Game Developer Interview Questions And Answers Guide. Global Guideline. https://www.globalguideline.com/ Java Game Developer Interview Questions And Answers Global Guideline . COM Java Game Developer Job Interview Preparation Guide. Question # 1 What is the 'Platform independence 'properties of java? Answer:- The very essence of the platform independence of Java lies in the way the code is stored, parsed and compiled - bytecode. Since these bytecodes run on any system irrespective of the underlying operating system, Java truly is a platform-independent programming language. Read More Answers. Question # 2 Tell us what will you bring to the team? Answer:- I will bring a large amount of support to the team, I endeavour to make sure my team reaches the goal they so desperately need. I feel that adding me to the team will bring our performance up a notch. Read More Answers. Question # 3 Tell us is Game Development Subcontracted? Answer:- I was having a conversation with someone who believed that components of a games code where subcontracted out to programmers in different countries where it would be cheaper, then assembled by the local company. I understand that people often use pre-built engines but I would think that making the actual game would require people to work closely in the same studio. Read More Answers. Question # 4 Tell me is There A Portal Dedicated To Html5 Games? Answer:- Just to get something straight; by "portal", I mean a website that frequently publishes a certain type of games, has a blog, some articles, maybe some tutorials and so on. All of these things are not required (except the game publishing part, of course), for example, I consider Miniclip to be a flash game portal. -
GAME CAREER GUIDE July 2016 Breaking in the Easy(Ish) Way!
TOP FREE GAME TOOLS JULY 2016 GAME FROM GAME EXPO TO GAME JOB Indie intro to VR Brought to you by GRADUATE #2 PROGRAM JULY 2016 CONTENTS DEPARTMENTS 4 EDITOR’S NOTE IT'S ALL ABOUT TASTE! 96 FREE TOOLS FREE DEVELOPMENT TOOLS 2016 53 GAME SCHOOL DIRECTORY 104 ARRESTED DEVELOPMENT There are tons of options out there in terms INDIE DREAMIN' of viable game schools, and this list is just the starting point to get you acquainted with the schools near you (or far from you, if that’s what STUDENT POSTMORTEM you prefer!). 32 BEGLITCHED 72 VIRTUALLY DESIGNED NYU Game Center students Alec Thomson and Jennu Jiao Hsia discuss their IGF Award- VR has quickly moved from buzzword, to proto- winning match three game about insecurity type, to viable business. This guide will help you within computers, and within ourselves. get started in VR development, avoiding some common pitfalls. FEATURES 78 SOUNDS GOOD TO ME! 8 BREAKING IN THE EASY(ISH) WAY! Advice for making audio (with or without) How attending expos can land you a job. an audio specialist. 18 ZERO TO HERO Hey! You want to learn low poly modeling but 84 A SELLER’S MARKET don’t know where to start? Look no further! Marketing fundamentals for your first game. With this guide, we hope to provide a good introduction to not only the software, but 90 INTRO TO GAME ENGINES also the concepts and theory at play. A brief discussion of some of the newest and most popular DO YOU NEED A PUBLISHER? 34 game engines. -
Immersive Tourism
Immersive Tourism State of the Art of Immersive Tourism Realities through XR Technology The Whitepaper contributes to the BUAS project DigiReal, an IMPULS/Sprong project, which was financed by the Dutch National Funding Organisation for Research SIA. Front page image credit: The WaveXR 1 About the Authors Jessika Weber Sabil, PhD Senior Researcher & Lecturer Games & Tourism [email protected] Dr. Jessika Weber Sabil is senior researcher at the Faculty of Digital Entertainment at BUas under the professorship of Applied Games, Innovation and Society and a senior lecturer at the Academy of Tourism of Breda University of Applied Sciences. Her research focusses on games applied to tourism ecosystems and experience design. Current and previous research projects explore (mobile) location-based AR games for experience enhancement, the application of serious games to understand complex systems and games to facilitate creative processes. Jessika holds a PhD from Bournemouth University, where she explored the game experiences of tourists with location-based augmented reality games in urban environments and a master from the University of Applied Sciences Salzburg on Tourism and Innovation Management. She is a member of the International Federation for Information Technology in Travel and Tourism (IFITT), Digital Games Research Group (DiGRA) and the Interaction Design Foundation. 2 Dai-In Danny Han, PhD Senior Researcher & Lecturer Hotel & Facility [email protected] Dr. Dai-In Danny Han is a professor at the research centre Future of Food at Zuyd University of Applied Sciences and a senior researcher at Breda University of Applied Sciences. He holds a PhD in the area of mobile augmented reality user experience design and has been involved in numerous projects studying the user experience for immersive technologies in the hospitality and tourism context. -
TWLT 15 Interactions in Virtual Worlds
TWLT 15 Interactions in Virtual Worlds PROCEEDINGS OF THE FIFTEENTH TWENTE WORKSHOP ON LANGUAGE TECHNOLOGY MAY 19-21, 1999 ENSCHEDE,THE NETHERLANDS Anton Nijholt, Olaf Donk and Betsy van Dijk (eds.) i CIP GEGEVENS KONINKLIJKE BIBLIOTHEEK, DEN HAAG Nijholt, A., Donk, O.A., Van Dijk, E.M.A.G. Interactions in Virtual Worlds Proceedings Twente Workshop on Language Technology 15 A. Nijholt, O.A. Donk, E.M.A.G. van Dijk (eds.) Enschede, Universiteit Twente, Faculteit Informatica ISSN 0929–0672 trefwoorden: virtual worlds, virtual reality, agent technology, presence, talking faces, VRML, speech recognition, speech generation, human-computer-interaction, social structures, WWW c Copyright 1999; Universiteit Twente, Enschede Book orders: Ms. A. Hoogvliet University of Twente Dept. of Computer Science P.O. Box 217 NL 7500 AE Enschede tel: +31 53 4893680 fax: +31 53 4893503 Email: [email protected] Druk- en bindwerk: Reprografie U.T. Service Centrum, Enschede ii Preface TWLT is an acronym of Twente Workshop(s) on Language Technology. These workshops on natural language theory and technology are organized by the Parlevink Reasearch Project, a language theory and technology project of the Centre of Telematics and Information Technology (CTIT) of the University of Twente, Enschede, The Netherlands. For each workshop proceedings are published containing the papers that were presented. See next page for an overview of the previous TWLT workshops. TWLT 15 has been organized by a program committee consisting of Anton Nijholt (chair, The Nether- lands), Niels Ole Bernsen (Denmark), Philip Brey (The Netherlands), James Lester (USA), Stephen Mat- suba (Canada), Pierre Nugues (France) and Oliviero Stock (Italy). -
Comparativo Entre Game Engines Como Etapa Inicial Para O Desenvolvimento De Um Jogo De Educação Financeira
Comparativo entre Game Engines como Etapa Inicial para o Desenvolvimento de um Jogo de Educação Financeira Carlos Henrique Leitão Cavalcante1, Maria Luciana Almeida Pereira 1 1Instituto Federal de Educação Ciência e Tecnologia do Ceará (IFCE) Rodovia BR 020, Km 303, s/n - Jubaia, 62700-000 – Canindé – CE – Brasil {henriqueleitao, lucianaalmeidaaa}@gmail.com Abstract. The teaching of financial management is not present in basic education in Brazil or when it is addressed it may not arouse students' interest. Teaching this theme in a playful way through a children's mobile game, it is an interesting alternative. However, to develop this game without great programming knowledge is necessary a game engine that facilitates its implementation. In this way, this work aims to present a comparison between some engines for game development, serving as input for choosing an engine. In the end, Godot presented itself as the best game engine, presenting greater facilities for game development. Resumo. O ensino da gestão financeira não está presente na educação fundamental no Brasil ou quando é abordado pode não despertar o interesse dos alunos. Ensinar de forma lúdica essa temática através de um jogo de celular para crianças, mostra-se uma alternativa interessante. Contudo, para desenvolver este jogo sem grandes conhecimentos de programação é necessário uma game engine que facilita sua implementação. Desta forma, este trabalho tem como objetivo apresentar um comparativo entre algumas engines para desenvolvimento de jogos, servindo de insumos para escolha de uma engine. Ao final, o Godot se apresentou como melhor motor de jogo, apresentando maiores facilidades para desenvolvimento de jogos. 1. -
Phaser.Js Game Design Workbook
Phaser.js Game Design Workbook Game development guide using Phaser v2.6.2., and Community Edition JavaScript Game Framework Stephen Gose This book is for sale at http://leanpub.com/phaserjsgamedesignworkbook This version was published on 2018-11-12 This is a Leanpub book. Leanpub empowers authors and publishers with the Lean Publishing process. Lean Publishing is the act of publishing an in-progress ebook using lightweight tools and many iterations to get reader feedback, pivot until you have the right book and build traction once you do. © Copyright, 2008-2018, Stephen Gose. All rights reserved. Tweet This Book! Please help Stephen Gose by spreading the word about this book on Twitter! The suggested tweet for this book is: I’m making HTML games using Phaser Game Design Workbook. The suggested hashtag for this book is #PBMCube. Find out what other people are saying about the book by clicking on this link to search for this hashtag on Twitter: #PBMCube Also By Stephen Gose Voice of Foreign Exchange Game Template Mechanics for ActionScript JigSaw Puzzles Phaser Game Prototyping Multi-player Gaming Systems Phaser Game Starter Kit Collection Kiwi Game Design Workbook Making Dress-UP Browser Games with Phaser v2 Using JavaScript OLOO in game development Making Dating & Quiz Games Making Puzzle Browser Games with Phaser v2 Phaser v2 Game Design Workshop Course Phaser III Game Design Workshop Making Peg Solitaire Browser Games with Phaser v2 Phaser III Game Prototyping Phaser III Game Design Workbook Phaser III Game Starter Kit Collection Making RPG Games with Phaser v2 For my student@ Early Career Academy, Tempe, AZ and @ ITT Technical Institute, Tempe, AZ and more currently To my students @ University of Advancing Technology (UAT), Tempe, AZ CONTENTS Contents Copyright Notice: .........................................