An Architecture for Virtual Labs in Engineering Education Educational Innovation Project at UPM
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Three Dimensional Computer Graphics Federates for the 2012 SISO Smackdown Federation
Three Dimensional Computer Graphics Federates for the 2012 SISO Smackdown Federation Crystal Fordyce (843) 513-8980 [email protected] Bradley C. Schricker Dynetics, Inc. Swetha Govindaiah 1002 Explorer Blvd. (256) 714-3018 Huntsville, AL 35806 [email protected] (256) 964-4979 [email protected] Sean Muratet (256) 417-8237 Mikel D. Petty [email protected] University of Alabama in Huntsville 301 Sparkman Drive, Shelby Center 144 Daniel A. O’Neil Huntsville, AL 35899 Marshall Space Flight Center (256) 824-4368 Huntsville, AL 35811 [email protected] (256) 544-5405 [email protected] Abstract: The Simulation Interoperability Standards Organization (SISO) Smackdown is a two-year old annual event held at the 2012 Spring Simulation Interoperability Workshop (SIW). A primary objective of the Smackdown event is to provide college students with hands-on experience in developing distributed simulations using High Level Architecture (HLA). Participating for the second time, the University of Alabama in Huntsville (UAHuntsville) deployed four federates, two federates simulated a communications server and a lunar communications satellite with a radio. The other two federates generated 3D computer graphics displays for the communication satellite constellation and for the surface based lunar resupply mission. Using the Light-Weight Java Graphics Library, the satellite display federate presented a lunar-texture mapped sphere of the moon and four Telemetry Data Relay Satellites (TDRS), which received object attributes from the lunar communications satellite federate to drive their motion. The surface mission display federate was an enhanced version of the federate developed by ForwardSim, Inc. for the 2011 Smackdown simulation. Enhancements included a dead-reckoning algorithm and a visual indication of which communication satellite was in line of sight of Hadley Rille. -
Three Dimensional Computer Graphics Federates for the 2012 Smackdown Simulation
Three Dimensional Computer Graphics Federates for the 2012 Smackdown Simulation Crystal Fordyce (843) 513-8980 [email protected] Swetha Govindaiah (256) 714-3018 [email protected] Sean Muratet (256) 417-8237 [email protected] Daniel A. O’Neil Marshall Space Flight Center Huntsville, AL 35811 (256) 544-5405 [email protected] Bradley C. Schricker Dynetics, Inc. 1002 Explorer Blvd. Huntsville, AL 35806 (256) 964-4979 [email protected] Abstract: The Simulation Interoperability Standards Organization (SISO) Smackdown is a two-year old annual event held at the 2012 Spring Simulation Interoperability Workshop (SIW). A primary objective of the Smackdown event is to provide college students with hands-on experience in developing distributed simulations using High Level Architecture (HLA). Participating for the second time, the University of Alabama in Huntsville (UAHuntsville) deployed four federates, two federates simulated a communications server and a lunar communications satellite with a radio. The other two federates generated 3D computer graphics displays for the communication satellite constellation and for the surface based lunar resupply mission. Using the Light-Weight Java Graphics Library, the satellite display federate presented a lunar-texture mapped sphere of the moon and four Telemetry Data Relay Satellites (TDRS), which received object attributes from the lunar communications satellite federate to drive their motion. The surface mission display federate was an enhanced version of the federate developed by ForwardSim, Inc. for the 2011 Smackdown simulation. Enhancements included a dead-reckoning algorithm and a visual indication of which communication satellite was in line of sight of Hadley Rille. This paper concentrates on these two federates by describing the functions, algorithms, HLA object attributes received from other federates, development experiences and recommendations for future, participating Smackdown teams. -
0X0a I Don't Know Gregor Weichbrodt FROHMANN
0x0a I Don’t Know Gregor Weichbrodt FROHMANN I Don’t Know Gregor Weichbrodt 0x0a Contents I Don’t Know .................................................................4 About This Book .......................................................353 Imprint ........................................................................354 I Don’t Know I’m not well-versed in Literature. Sensibility – what is that? What in God’s name is An Afterword? I haven’t the faintest idea. And concerning Book design, I am fully ignorant. What is ‘A Slipcase’ supposed to mean again, and what the heck is Boriswood? The Canons of page construction – I don’t know what that is. I haven’t got a clue. How am I supposed to make sense of Traditional Chinese bookbinding, and what the hell is an Initial? Containers are a mystery to me. And what about A Post box, and what on earth is The Hollow Nickel Case? An Ammunition box – dunno. Couldn’t tell you. I’m not well-versed in Postal systems. And I don’t know what Bulk mail is or what is supposed to be special about A Catcher pouch. I don’t know what people mean by ‘Bags’. What’s the deal with The Arhuaca mochila, and what is the mystery about A Bin bag? Am I supposed to be familiar with A Carpet bag? How should I know? Cradleboard? Come again? Never heard of it. I have no idea. A Changing bag – never heard of it. I’ve never heard of Carriages. A Dogcart – what does that mean? A Ralli car? Doesn’t ring a bell. I have absolutely no idea. And what the hell is Tandem, and what is the deal with the Mail coach? 4 I don’t know the first thing about Postal system of the United Kingdom. -
2018-3-Hr01-Ka205-060151 Agrient
Project funded by Erasmus+ / Key Action 2 ‐ Cooperation for innovation and the exchange of good practices, Strategic Partnerships for Youth AGRIENT – Enhancing Youth Entrepreneurship Skills, Careers Guidance and Competences in Agriculture through a Game Based Virtual Reality Platform 2018‐3‐HR01‐KA205‐060151 Project funded by Erasmus+ / Key Action 2 ‐ Cooperation for innovation and the exchange of good practices, Strategic Partnerships for Youth 2018‐3‐HR01‐KA205‐060151 AGRIENT Enhancing Youth Entrepreneurship Skills, Careers Guidance and Competences in Agriculture through a Game Based Virtual Reality Platform Work Package: IO2A1 Product/Deliverable: State of the art in Virtual reality and Virtual Worlds Version: 1 Date: September, 2019 Type: Distribution: Project Partners Responsible Partner: CTE Author: CTE Contributors: All Partners Approved by: Date: Project funded by Erasmus+ / Key Action 2 ‐ Cooperation for innovation and the exchange of good practices, Strategic Partnerships for Youth Table of Contents Introduction ........................................................................................................................................ 5 Virtual Reality ..................................................................................................................................... 5 Augmented reality .............................................................................................................................. 6 The concept of the Industry Revolution ............................................................................................ -
Software Education for Changing Computing Technology
Software Education for Changing Computing Technology Benjamin Cooper1 and Steve E. Watkins2 1 CMC Technologies Limited LLC and 2Missouri University of Science and Technology Abstract Software education has been dominated by procedural-based programming languages such as BASIC, FORTRAN and C, and before that, the assembly languages. The primary reason that this methodology has held such sway in education was that it allowed quick action for the first major users of computers. This approach was the most straight-forward means of utilizing hardware that, over the last 60 years, has gotten faster and more complex through smaller and more densely packed elements. However, traditional advances as described by Moore’s law are now reaching both physical and economic limits. Pure object-oriented programming approaches offer benefits for hardware that is highly parallel and that is of non-traditional design. This work describes the evolution of computational technology, explores features of pure object-oriented languages such as Squeak Smalltalk, and discusses proactive curricula options. Introduction Programming literacy and proficiency are key curricula concerns whether as an independent specialty or as a fundamental component of other engineering specialties. Software education typically emphasized procedural-based programming languages. Such programming approaches, which use sequential calculations and simple decision-making processes, are the traditional option, but they are not the only possible methodology. Alternative approaches have been explored with advanced features. Also, software choices are not unrelated to the hardware. Improvements in computational capabilities require both hardware and software considerations. Students that are educated today must be prepared for the next generation of digital technologies. -
Análisis De Una Plataforma Virtual 3-D Descentralizada Para El Desarrollo De Simulaciones Educativas
FormaciónAnálisis de Universitariauna Plataforma Virtual 3-D Descentralizada para el Desarrollo Lizarralde Vol. 5(6), 3-12 (2012) doi: 10.4067/S0718-50062012000600002 Análisis de una Plataforma Virtual 3-D Descentralizada para el Desarrollo de Simulaciones Educativas Francisco A. Lizarralde y Constanza R. Huapaya Universidad Nacional de Mar del Plata, Facultad de Ingeniería, Dpto. de Matemáticas, Juan B. Justo 4302, Mar del Plata, Provincia de Buenos Aires-Argentina. (e-mail: [email protected] , [email protected] ) Recibido Jun. 01, 2012; Aceptado Jul. 05, 2012; Versión final recibida Sep. 03, 2012 Resumen El objetivo del presente trabajo fue determinar si la plataforma Open Cobalt posee las características necesarias para implementar simulaciones interactivas en un ambiente colaborativo. La utilización y desarrollo de recursos como Open Cobalt, una herramienta para crear mundos virtuales, presentan un interesante campo de investigación, ya sea desde la perspectiva tecnológica como desde la educativa. Se eligió analizar esta plataforma principalmente porque posee un esquema de comunicaciones descentralizado y por estar implementada en un lenguaje de programación dinámico. Se estableció un conjunto de características a analizar de la plataforma y en base a los resultados obtenidos de las pruebas realizadas se concluye que la misma posee los recursos necesarios para generar simulaciones interactivas en un ambiente colaborativo. Palabras clave: ambientes virtuales de aprendizaje, Open Cobalt, simulación, mundos virtuales Analysis of a Decentralized 3-D Virtual Platform for Educational Simulations Development Abstract The aim of this work was to determine if the Open Cobalt platform has the necessary features to implement interactive simulations in a collaborative environment. -
Software Education for Changing Computing Technology
Missouri University of Science and Technology Scholars' Mine Electrical and Computer Engineering Faculty Research & Creative Works Electrical and Computer Engineering 01 Jan 2012 Software Education for Changing Computing Technology Steve Eugene Watkins Missouri University of Science and Technology, [email protected] Follow this and additional works at: https://scholarsmine.mst.edu/ele_comeng_facwork Part of the Electrical and Computer Engineering Commons, and the Engineering Education Commons Recommended Citation S. E. Watkins, "Software Education for Changing Computing Technology," Proceedings of the 2012 Midwest Section Conference of the American Society for Engineering Education (2012, Rolla, MO), American Society for Engineering Education (ASEE), Jan 2012. This Article - Conference proceedings is brought to you for free and open access by Scholars' Mine. It has been accepted for inclusion in Electrical and Computer Engineering Faculty Research & Creative Works by an authorized administrator of Scholars' Mine. This work is protected by U. S. Copyright Law. Unauthorized use including reproduction for redistribution requires the permission of the copyright holder. For more information, please contact [email protected]. Software Education for Changing Computing Technology Benjamin Cooper1 and Steve E. Watkins2 1 CMC Technologies Limited LLC and 2Missouri University of Science and Technology Abstract Software education has been dominated by procedural-based programming languages such as BASIC, FORTRAN and C, and before that, the assembly languages. The primary reason that this methodology has held such sway in education was that it allowed quick action for the first major users of computers. This approach was the most straight-forward means of utilizing hardware that, over the last 60 years, has gotten faster and more complex through smaller and more densely packed elements. -
2. Virtual Worlds and Education 8
World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Project funded by: Erasmus+ / Key Action 2 - Cooperation for innovation and the exchange of good practices, Strategic Partnerships for school education Erasmus+ (European Commission, EACEA) Deliverable Number Report III Deliverable Title State of the Art in Virtual Reality and 3D Worlds Intellectual Output I: Reports on Physics Education in Intellectual Output Title Schools around Europe and the state of the art in 3D Virtual Worlds Research on the State of the Art in Virtual Reality and Activity description 3D Worlds Authors (per company, if more than one company UCY, CTE provide it together) Status (D: draft; RD: revised draft; F: final) F Date (versioning) 30/12/2016 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Partners University of Cyprus, Cyprus https://www.cs.ucy.ac.cy/seit/ University of Patras, Greece http://www.upatras.gr/en CTE, Romania http://www.etcenter.eu/index.php/en/ Computer Technology Institute and Press "Diophantus", Greece http://www.cti.gr/en ITD-CNR, Italy https://www.cnr.it/en NEW EDU, Slovakia http://www.newedu.sk/ 2 World of Physics World-of-Physics - 2016-1-CY01-KA201-017371 Executive Summary A research on the State of the Art in 3D Virtual Reality Worlds and frameworks is deemed very important for the work to be conducted in the scope of the World-of- Physics project. The aim of the report is to serve as an introduction to the 3D Virtual Worlds, tools and frameworks available, identify the strengths and weaknesses of each one of them and select the most appropriate one to be used within the World-of- Physics project. -
Virtual World
Research on Virtual World 2010. 08. 11 Yong-Moo Kwon KIST (한국과학기술연구원) Talk Issues • What is Virtual World • Application of Virtual World – Tangible Baseball in Virtual World What is Virtual World Emerging of Virtual World (‘08 ~ ) Introduction – Virtual Worlds Second Life Wonderland Croquet Virtual World • http://en.wikipedia.org/wiki/Virtual_world • virtual world is a genre of online community that often takes the form of a computer-based simulated environment, through which users can interact with one another and use and create objects. • Virtual worlds are intended for its users to inhabit and interact, and the term today has become largely synonymous with interactive 3D virtual environments, where the users take the form of avatars visible to others graphically. Main Features of VW • Virtual World – Social Space (Social Media) – Avatar – Interaction among Users – Persistent* Virtual Environment Persistent: 지속되는 Second Life ® Second Life http://secondlife.com/ http://wiki.secondlife.com/wiki/Main_Page Second Life® • Second Life® is an on-line 3-D virtual world created by its Residents. • Since opening to the public in 2003, it has grown explosively and today is inhabited by billions of Residents from around the globe. • Linden Research Inc. Why Develop in SL ? • http://develop.secondlife.com/whysl/ • The Virtual World Market Is Growing Rapidly • A recent report from market research firm Strategy Analytics predicts that the adult social virtual world population will grow from 11.5 billion in 2009 to 32.5 billion in 2015. SL World Map Second Life • Server – Not Open Source • Viewer – Version 2.1 (Beta Version), Jul 7, 2010 – Version 1.23 – Open Source Secondlife - What Are Virtual Worlds - Intro to Second Life • http://www.youtube.com/watch?v=O62G HcIVKS4&feature=related (2:36) OpenSim OpenSim • http://opensimulator.org/wiki/Main_Page • OpenSimulator is a 3D Application Server. -
April 14Th Morton Subotnick
term “fifth generation” referred the lifetime of the site, she to the era of machines following moved into an apartment and April 14th vacuum tubes (1st gen), increased the number of camera transistors and diodes (2), to cover her entire living space. integrated circuits (3), and The site remained online for microprocessors (4). Morton Subotnick more than seven years, and at its Born April 14, 1933; The aim was to create an peak drew seven million hits a “epoch-making computer” with day. Of course, when she started Los Angeles, California supercomputer-like out, her most successful Subotnick's 1967 album, “Silver performance based around competitors were a coffee pot Apples of the Moon” is massively parallel processing. It [Nov 22] and a fish tank [Aug considered a milestone in would provide a platform for 00]. electronic music, being the first future developments in AI by JenniCam is widely considered record to feature a voltage- utilizing ideas from logic to be the first successful based analogue synthesizer programming [May 15]. example of “lifecasting,” [May 23], the Buchla 100, The machine would have a although Steve Mann [June 8] developed by Don Buchla with performance of between 100M was probably the first suggestions from Subotnick. and 1G LIPS (Logical “lifecaster”, having started in Inference Per Second). At 1994. the time, typical workstations were capable Ringley claimed that the site was an attempt to document her life, of about 100K LIPS. but it also generated a great deal Unfortunately, the FGCS of controversy for its voyeuristic project failed to be a nature. -
Using 3D Worlds in an Educational Network
Using 3D worlds in an educational network Nikos Konstantinou1,4, Iraklis Varlamis2,4, Andreas Giannakoulopoulos3,4 1Secondary School of Kanalaki, Preveza, Greece 2Harokopio University of Athens Dept of Informatics & Telematics 3 University of Athens, Faculty of Communication and Media Studies 4MSc Program in Virtual Communities, Panteion University, Dept. of Psychology Abstract Based on their ability to represent reality in micro or macro scale, 3D representations have been extensively used as main or supporting educational tools. Researchers, educational institutes and organizations confirmed the usefulness of virtual environments as educational tools, either by developing 3D environments tailored to their needs, or by exploiting existing infrastructure and platforms. This paper presents how a general purpose 3D virtual environment can assist as an educational tool. More specifically, we describe the deployment of a course in a 3D virtual environment focusing on the technical aspects and on the required preparations. The outcomes of this work can be employed by researchers and educators, who plan to deliver their courses in a 3D virtual environment. Finally, this work can be scaled up to a virtual educational environment for the Greek University or School Networks. Keywords: virtual learning communities, 3D virtual environments, Open source 1. Introduction Recent improvements in ICT, such as broadband connections and powerful processors, which are nowadays available in most universities and secondary schools, have created new opportunities for educational software. High quality multimedia applications that utilize 3D graphics and real-time simulation and 3D virtual environments (3DVEs) are useful tools in teachers’ hands. Undeniably, the physical presence of participants and the sense of a shared experience inside the classroom is an integral part of the educational process. -
3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities
Electrical Engineering & Computer Science Faculty Works Electrical Engineering & Computer Science 6-2013 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities John David N. Dionisio Loyola Marymount University, [email protected] William G. Burns III Richard Gilbert Loyola Marymount University Follow this and additional works at: https://digitalcommons.lmu.edu/cs_fac Part of the Graphics and Human Computer Interfaces Commons Recommended Citation Dionisio, J. D. N., Burns III,W. G., and Gilbert, R. 2013. 3D virtual worlds and the metaverse: Current status and future possibilities. ACM Computing Surveys 45, 3, Article 34 (June 2013), 38 pages. DOI: http://dx.doi.org/10.1145/2480741.2480751 This Article is brought to you for free and open access by the Electrical Engineering & Computer Science at Digital Commons @ Loyola Marymount University and Loyola Law School. It has been accepted for inclusion in Electrical Engineering & Computer Science Faculty Works by an authorized administrator of Digital Commons@Loyola Marymount University and Loyola Law School. For more information, please contact [email protected]. 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities JOHN DAVID N. DIONISIO, Loyola Marymount University WILLIAM G. BURNS III, Object Interoperability Lead for IEEE Virtual World Standard Group RICHARD GILBERT, Loyola Marymount University Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive