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Studying the Effectiveness of Multi-User Immersive Environments for Collaborative Evaluation Tasks
Computers & Education 59 (2012) 1361–1376 Contents lists available at SciVerse ScienceDirect Computers & Education journal homepage: www.elsevier.com/locate/compedu Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks Carlos-Miguel Lorenzo*, Miguel Ángel Sicilia, Salvador Sánchez Alcala University, Spain article info abstract Article history: Massively Multiuser On-line Learning (MMOL) Platforms, often called “virtual learning worlds”, consti- Received 29 April 2011 tute a still unexplored context for communication-enhanced learning, where synchronous communi- Received in revised form cation skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we 6 February 2012 report on an experimental study of collaborative evaluation in an MMOL setting with 21 graduate Accepted 6 June 2012 students enrolled in university courses in technology-mediated teaching and learning. This study was carried out using a prototype of a 3D MMOL platform built around an interactive space called Keywords: “MadriPolis”. This space was used to recreate an adequate scenario for a collaborative experience about MMOL platform Virtual world Learning Object evaluation using the mainstream Learning Object Review Instrument (LORI), which is Immersive education based on a Convergent Participation Model (CPM). The same experience was carried out using Simulations a conventional LCMS (Learning Content Management System) platform with the aim of contrasting the Mixed reality outcomes and interaction patterns in the two settings. This study makes use of Social Network Analysis Augmented reality (SNA) measures to describe the interactions between tutors and learners. By dwelling on the advantages Socio-computacional system of immersive environments, SNA indexes revealed that these interactions were rather dense and that Distributed learning environment student participation was rather broad-based in the case of the MMOL. -
Big Project: Project Darkstar
BIG PROJECT: PROJECT DARKSTAR Karl Haberl, Seth Proctor, Tim Blackman, Jon Kaplan, Jennifer Kotzen Sun Microsystems Laboratories Project Darkstar - Outline • Some Background > The online games market, industry challenges, Darkstar goals, why Sun Labs? • The Technology > Architecture, recent work, technical challenges • Project Wonderland > A view of Darkstar from the developer's point of view • Community > Current activities and plans for the future 2 Project Darkstar: Background 3 Online Games Market • Divided into 3 groups: > Casual/Social – cards, chess, dice, community sites > Mass Market – driving, classic, arcade, simple > Hardcore – MMOG, FPS, RTS • Online mobile still very small • Online games are currently the fastest growing segment of the games industry • Online game subscriptions estimated to hit $11B by 2011* *(Source: DFC intelligence) > not including microtransactions, shared advertising, ... 4 The Canonical MMOG: World of Warcraft • Approximately 9 million subscribers > Average subscription : $15/month > Average retention : two years + > $135 million per month/$1.62 Billion per year run rate > For one game (they have others) • Unknown number of servers • ~2,700 employees world wide • Company is changing > Was a game company > Now a service company World of Warcraft™ is a trademark and Blizzard Entertainment is a trademark or registered trademark of Blizzard Entertainment in the U.S. and/or other countries. 5 Ganz - Webkinz • Approximately 5+ million subscribers > Subscription comes with toy purchase > Subscription lasts one year > Average 100k users at any time > Currently only US and Canada; soon to be world wide > Aimed at the 8-12 demographic • And their mothers... • The company is changing > Was a toy company > Becoming a game/social site company Webkinz® is a registered Trademark of Ganz®. -
Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments
COLLABORATIVE VIRTUAL 3D ENVIRONMENT FOR INTERNET-ACCESSIBLE PHYSICS EXPERIMENTS Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments doi:10.3991/ijoe.v5s1.1014 Tina Scheucher1,2, Philip H. Bailey2, Christian Gütl1,3, V. Judson Harward2 1 Graz University of Technology, Graz, Austria 2 Massachusetts Institute of Technology, Cambridge, USA 3 Curtin University of Technology, Perth, WA Abstract—Immersive 3D worlds have increasingly raised the were the two main technological advances that have en- interest of researchers and practitioners for various learn- abled the development of 3D VEs and have generally in- ing and training settings over the last decade. These virtual creased the potential of the World Wide Web. Such envi- worlds can provide multiple communication channels be- ronments provide the illusion of being immersed within a tween users and improve presence and awareness in the 3D space, and enable the user to perform actions and be- learning process. Consequently virtual 3D environments haviors which are analogous to those she can initiate in facilitate collaborative learning and training scenarios. the real world [16]. The fact that users can gain experience in the same way that they can in the real world opens new In this paper we focus on the integration of internet- and interesting opportunities for physics education. By accessible physics experiments (iLabs) combined with the expanding reality beyond the limits of the classroom in TEALsim 3D simulation toolkit in Project Wonderland, both time and space, the educator can enrich the student’s Sun's toolkit for creating collaborative 3D virtual worlds. learning experience to ease understanding of abstract Within such a collaborative environment these tools provide physics concepts [8]. -
Virtual 3D Worlds for Virtual Or Remote Laboratories with Regards to Learning/Educational Undertakings
Virtual 3D Worlds for virtual or remote Laboratories with regards to learning/educational undertakings. Fabio Ricardo dos Santos Graz University of Technology, Austria ABSTRACT The transportation of a campus classroom and/or laboratory into a three dimensional virtual representation has changed remote learning, especially in engineering education. This thesis is concerned with shared virtual environments for collaborative learning and working, mainly between students and tutors/professors in a virtual control experiment setting. The underlying foundation for this idea is the iLab Project, which is a scalable architecture for sharing online experiments used by students and institutions. This research project is conducted and developed by the Center for Educational Computing Initiatives (CECI) at the Massachusetts Institute of Technology (MIT). The main goal of the iLab Project is to provide a broad set of experimentation resources for students at MIT and elsewhere. The iLab initiative has grown tremendously over the past two years, being adopted by numerous partner universities around the globe. 3D Virtual Worlds are computer-based simulated environments intended for their users to inhabit and interact via avatars with other avatars and the virtual environment. These avatars are typically three-dimensional graphical representations. Such modeled worlds may appear similar to the real world and represent a powerful new media for instruction and education. Many higher education institutions are advancing their online teaching methods by offering educational applications in 3D Virtual Worlds because they offer attractive features and possible applications for education. The integration of possible functional iLabs by prototyping an iLabs application in such a 3D environment (such as Second Life or Open Wonderland) seems to be a very innovative tool for distance learning. -
3Drepo4unity: Dynamic Loading of Version Controlled 3D Assets Into the Unity Game Engine
3DRepo4Unity: Dynamic Loading of Version Controlled 3D Assets into the Unity Game Engine Sebastian Friston∗ Carmen Fan Jozef Doboš University College London 3D Repo Ltd 3D Repo Ltd London, UK London, UK London, UK Timothy Scully Anthony Steed 3D Repo Ltd University College London London, UK London, UK Figure 1: Test scene used in our measurements being dynamically loaded from a remote version controlled repository using a newly developed 3DRepo4Unity library. The building consists of 13k components and 4m vertices. Model courtesy of Skanska. ABSTRACT stimulate further discussion around and research into web formats In recent years, Unity has become a popular platform for the devel- that would enable incremental loading on other platforms. opment of a broad range of visualization and VR applications. This is due to its ease of use, cross-platform compatibility and accessi- CCS CONCEPTS bility to independent developers. Despite such applications being • Computing methodologies → Graphics file formats; cross-platform, their assets are generally bundled with executables, or streamed at runtime in a highly optimised, proprietary format. KEYWORDS In this paper, we present a novel system for dynamically populating Unity, 3D assets, 3D Repo, MongoDB a Unity environment at runtime using open Web3D standards. Our ACM Reference format: system generates dynamic resources at runtime from a remote 3D Sebastian Friston, Carmen Fan, Jozef Doboš, Timothy Scully, and Anthony Repo repository. This enables us to build a viewer which can easily Steed. 2017. 3DRepo4Unity: Dynamic Loading of Version Controlled 3D visualize X3D-based revisions from a version controlled database Assets into the Unity Game Engine. In Proceedings of Web3D ’17, Brisbane, in the cloud without any compile-time knowledge of the assets. -
Support for Mobile Augmented and Synthesized Worlds
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Illinois Digital Environment for Access to Learning and Scholarship Repository Support for Mobile Augmented and Synthesized Worlds December 17, 2007 Won J. Jeon and Roy H. Campbell {wonjeon, rhc}@uiuc.edu Department of Computer Science University of Illinois at Urbana-Champaign Abstract Virtual worlds provide 3D-immersive experiences to users and some of them already have already launched commercial service to users. As computing environment becomes more heterogeneous, more mobile users are anticipated to access the virtual world with their mobile devices. However, still there are challenges and problems to be addressed for mobile users. In this report, state-of-art virtual world platforms are presented and their key features are compared. We compare possible approaches to tackle these problems to support virtual worlds for mobile devices. Transcoding scheme at the proxy is presented and evaluated for a given computing and networking environment. 1. Introduction A virtual world is a computer-simulated or synthesized environment where multiple users inhabit and interact to each other via avatars. The world mimics the real world via simulated real world physics and the persistence of the world comes from maintaining and updating the state of the world around the clock. Historically this concept is rooted from distributed interactive simulation (DIS) and massively multiplayer online role- playing game (MMORPG). DIS is used mainly by military organizations whereas MMORPG has gained huge popularity among general users or gamers. The world is typically represented as 2D or 3D graphics to multiple users. -
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. -
Understanding Physical Concepts Using an Immersive Virtual Learning Environment
Understanding Physical Concepts using an Immersive Virtual Learning Environment a a a, c b Johanna PIRKER , Stefan BERGER , Christian GÜTL , John BELCHER and b Philip H. BAILEY a Graz University of Technology b Massachusetts Institute of Technology c Curtin University of Technology Abstract. Understanding basic physical concepts is not an easy task. The Technology Enabled Active Learning Approach (TEAL) is an innovative learning approach and successfully improves the conceptual understanding in teaching freshmen physics at the Massachusetts Institute of Technology. This approach requires specially designed classrooms, hands-on experiments, different teaching methods and also virtual visualizations and simulations to enhance the student’s engagement and learning success. The Java-based open-source framework TEALsim was especially designed to support the students understanding of different physical procedures using visualizations and simulations of physical concepts such as Faraday’s Law. But not every institution or university is able to use the TEAL scenario because of the high expense in terms of required equipment. Also the distance learning idea is lost. Existing learning spaces are limited regarding time and space. Depending on the learning scope and application domain conventional E-learning tools are not always the best choice. Especially such abstract domains as physics are hard to teach without advanced tools. Drawbacks such as the lack of immersion and the lack of communication and collaboration possibilities suggest the introduction of a new e-learning tool, the Virtual 3D World. This paper focuses on the technical aspects of the implementation of TEALsim in the Virtual 3D World Environment Open Wonderland. This collaboration between the CECI at MIT and AEMT group at TU-Graz introduces a first potential scenario of in-world physics simulations. -
Atlantic City’S Hottest Beach Bars Kim Kardashian’S Pool Party
JULY 2010 INTRODUCES In July of 2000, Ensign John Elliott was killed by a drunk driver. To honor him, his family started The HERO Campaign. SEAFOOD WITH A SPLASH OPEN WEDNESDAY–SUNDAY • 6–11PM Ten years later, they are still Immerse your taste buds in the FIN experience. Mediterranean Chef Demetrios urges you to dive into saving lives. his delectable menu, utilizing the fi nest high quality, locally-produced foods and wine. Relish in FIN’s oasis of underwater fantasies with its breathtaking ocean views and eclectic sea glass murals. This is their story. Sip one of our freshly-infused specialty cocktails or locally-produced wines. Nibble on delicacies from our Raw Bar and Sushi Bar. Requiem for a Hero. Satisfy your palate with a delicious entrée from our selection of the fi nest local seafood. Indulge in an experience unlike any other. Ensign John R. Elliott ALSO INSIDE REMEMBERING A MAGNATE: MAXWELL “SONNY” GOLDBERG ‘MR. OCEAN CITY’ JAY GILLIAN ATLANITCarE RECEIVES BaLDRIGE AWARD AGAINST ALL ODDS: THE ACPD K-9 UNIT WINS BIG 48 OF OUR FAVORITE PICTURES ATLANTIC CITY’s HOTTEST BEACH BARS KIM KARDASHIAn’s Pool PARTY BRIGHTON AND THE BOARDWALK ATLANTIC CITY, NJ 08401 609-340-4936 | www.tropicana.net/fin • www.facebook.com/FinAtTrop We’ve Got the Jersey SHORE COVERED We Can Help You Go Solar! The most convenient way to care for your home. Start a Revolution Energy Independence starts at your house. Only Nogginhaus has the know-how to help free you from the shackles of high oil bills, gas bills and electric bills. -
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. -
ICL Template
Collaborative Virtual 3D Environment for Internet-accessible Physics Experiments 1,2 2 1,3 2 Tina Scheucher , Philip H. Bailey , Christian Gütl , V. Judson Harward 1 Graz University of Technology, Graz, Austria 2 Massachusetts Institute of Technology, Cambridge, USA 3 Curtin University of Technology, Perth, WA Abstract—Immersive 3D worlds have increasingly raised the user is able to interact within the environment. For interest of researchers and practitioners for various example, the user can enter and exit rooms, walk around learning and training settings over the last decade. These buildings, and open drawers to see what is inside. virtual worlds can provide multiple communication Increases in desktop 3D computer graphics and network channels between users and improve presence and infrastructure were the two main technological advances awareness in the learning process. Consequently virtual 3D that have enabled the development of 3D VEs and have environments facilitate collaborative learning and training generally increased the potential of the World Wide Web. scenarios. Such environments provide the illusion of being immersed within a 3D space, and enable the user to perform actions In this paper we focus on the integration of internet- and behaviors which are analogous to those she can accessible physics experiments (iLabs) combined with the initiate in the real world [16]. The fact that users can gain TEALsim 3D simulation toolkit in Project Wonderland, experience in the same way that they can in the real world Sun's toolkit for creating collaborative 3D virtual worlds. opens new and interesting opportunities for physics Within such a collaborative environment these tools provide education. -
Research Article High-Level Development of Multiserver Online Games
Hindawi Publishing Corporation International Journal of Computer Games Technology Volume 2008, Article ID 327387, 16 pages doi:10.1155/2008/327387 Research Article High-Level Development of Multiserver Online Games Frank Glinka, Alexander Ploss, Sergei Gorlatch, and Jens Muller-Iden¨ Department of Mathematics and Computer Science, University of Munster,¨ 48149 Munster,¨ Germany Correspondence should be addressed to Frank Glinka, [email protected] Received 2 February 2008; Accepted 17 April 2008 Recommended by Jouni Smed Multiplayer online games with support for high user numbers must provide mechanisms to support an increasing amount of players by using additional resources. This paper provides a comprehensive analysis of the practically proven multiserver distribution mechanisms, zoning, instancing, and replication, and the tasks for the game developer implied by them. We propose a novel, high-level development approach which integrates the three distribution mechanisms seamlessly in today’s online games. As a possible base for this high-level approach, we describe the real-time framework (RTF) middleware system which liberates the developer from low-level tasks and allows him to stay at high level of design abstraction. We explain how RTF supports the implementation of single-server online games and how RTF allows to incorporate the three multiserver distribution mechanisms during the development process. Finally, we describe briefly how RTF provides manageability and maintenance functionality for online games in a grid context with dynamic resource allocation scenarios. Copyright © 2008 Frank Glinka et al. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.