Using 3D Worlds in an Educational Network
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A Metacircular Architecture for Runtime Optimisation Persistence Clément Béra
Sista: a Metacircular Architecture for Runtime Optimisation Persistence Clément Béra To cite this version: Clément Béra. Sista: a Metacircular Architecture for Runtime Optimisation Persistence. Program- ming Languages [cs.PL]. Université de Lille 1, 2017. English. tel-01634137 HAL Id: tel-01634137 https://hal.inria.fr/tel-01634137 Submitted on 13 Nov 2017 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Universit´edes Sciences et Technologies de Lille { Lille 1 D´epartement de formation doctorale en informatique Ecole´ doctorale SPI Lille UFR IEEA Sista: a Metacircular Architecture for Runtime Optimisation Persistence THESE` pr´esent´eeet soutenue publiquement le 15 Septembre 2017 pour l'obtention du Doctorat de l'Universit´edes Sciences et Technologies de Lille (sp´ecialit´einformatique) par Cl´ement B´era Composition du jury Pr´esident: Theo D'Hondt Rapporteur : Ga¨elThomas, Laurence Tratt Examinateur : Elisa Gonzalez Boix Directeur de th`ese: St´ephaneDucasse Co-Encadreur de th`ese: Marcus Denker Laboratoire d'Informatique Fondamentale de Lille | UMR USTL/CNRS 8022 INRIA Lille - Nord Europe Numero´ d’ordre: XXXXX i Acknowledgments I would like to thank my thesis supervisors Stéphane Ducasse and Marcus Denker for allowing me to do a Ph.D at the RMoD group, as well as helping and supporting me during the three years of my Ph.D. -
Tinlizzie Wysiwiki and Wikiphone: Alternative Approaches to Asynchronous and Synchronous Collaboration on the Web
TinLizzie WysiWiki and WikiPhone: Alternative approaches to asynchronous and synchronous collaboration on the Web Yoshiki Oshima, Takashi Yamamiya, Scott Wallace, and Andreas Raab [Also published in the Proc. of the 5th International Conf. on Creating, Connecting, and Collaborating through Computing (C5 2007)] VPRI Technical Report TR-2007-001 Viewpoints Research Institute, 1209 Grand Central Avenue, Glendale, CA 91201 t: (818) 332-3001 f: (818) 244-9761 TinLizzie WysiWiki and WikiPhone: Alternative approaches to asynchronous and synchronous collaboration on the Web Yoshiki Ohshimay Takashi Yamamiyay [email protected] [email protected] Scott Wallacey Andreas Raabz [email protected] [email protected] yViewpoints Research Institute zQwaq, Inc. 1209 Grand Central Ave. 460 S California Ave #304 Glendale, CA 91202 Palo Alto, CA 94306 Abstract they exhibit possible future directions for collaboration on the Web. This paper presents TinLizzie WysiWiki and WikiPhone, two systems which explore new approaches to media-rich end-user collaboration on the World Wide Web. 1 Introduction TinLizzie WysiWiki enables authoring of interactive, media-rich documents, containing graphical objects bear- The World Wide Web, or Web, has been very successful. ing user-defined scripts, on the Web. In TinLizzie WysiWiki, It seems nowadays to dictate not only many end-users' be- a user manipulates text and active objects in a WYSIWYG havior, but also the mindsets of researchers and software graphical editor in a manner similar to Squeak eToys. vendors; the perception is that a new system should run A notable aspect of TinLizzie WysiWiki is that it allows in web browsers to be successful. As a consequence, im- both synchronous and asynchronous collaboration among provement in the overall user experience in applications has multiple users. -
CONFERENCE COMPANION ESUG 2008 - 16Th International Smalltalk Conference
ESUG-2008 CONFERENCE COMPANION ESUG 2008 - 16th International Smalltalk Conference CONTENTS Platinum Sponsors.......................................................................................................... 3 Gold Sponsors................................................................................................................ 4 Conference Location....................................................................................................... 5 Program Overview........................................................................................................... 8 Saturday, August 23...................................................................................................... 10 Sunday, August 24......................................................................................................... 10 Monday, August 25....................................................................................................... 11 Tuesday, August 26....................................................................................................... 16 Wednesday, August 27.................................................................................................. 20 Thursday, August 28...................................................................................................... 23 Friday, August 29........................................................................................................... 27 Program Overview........................................................................................................ -
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. -
A Survey of Technologies for Building Collaborative Virtual Environments
The International Journal of Virtual Reality, 2009, 8(1):53-66 53 A Survey of Technologies for Building Collaborative Virtual Environments Timothy E. Wright and Greg Madey Department of Computer Science & Engineering, University of Notre Dame, United States Whereas desktop virtual reality (desktop-VR) typically uses Abstract—What viable technologies exist to enable the nothing more than a keyboard, mouse, and monitor, a Cave development of so-called desktop virtual reality (desktop-VR) Automated Virtual Environment (CAVE) might include several applications? Specifically, which of these are active and capable display walls, video projectors, a haptic input device (e.g., a of helping us to engineer a collaborative, virtual environment “wand” to provide touch capabilities), and multidimensional (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches sound. The computing platforms to drive these systems also to this problem. In this paper, we review and perform a risk differ: desktop-VR requires a workstation-class computer, assessment of 16 prominent desktop-VR technologies (some mainstream OS, and VR libraries, while a CAVE often runs on building-blocks, some entire platforms) in an effort to determine a multi-node cluster of servers with specialized VR libraries the most efficacious tool or tools for constructing a CVE. and drivers. At first, this may seem reasonable: different levels of immersion require different hardware and software. Index Terms—Collaborative Virtual Environment, Desktop However, the same problems are being solved by both the Virtual Reality, VRML, X3D. desktop-VR and CAVE systems, with specific issues including the management and display of a three dimensional I. -
Bridging the Gap Between Machine and Language Using First-Class Building Blocks
Bridging the Gap between Machine and Language using First-Class Building Blocks Inauguraldissertation der Philosophisch-naturwissenschaftlichen Fakultat¨ der Universitat¨ Bern vorgelegt von Toon Verwaest von Belgien Leiter der Arbeit: Prof. Dr. O. Nierstrasz Institut fur¨ Informatik und angewandte Mathematik Von der Philosophisch-naturwissenschaftlichen Fakultat¨ angenommen. Copyright © 2012 Toon Verwaest. Software Composition Group University of Bern Institute of Computer Science and Applied Mathematics Neubruckstrasse¨ 10 CH-3012 Bern http://scg.unibe.ch/ ISBN: 978-1-105-51835-5 This work is licensed under the Creative Commons Attribution–ShareAlike 3.0 License. The license is available at http://creativecommons.org/licenses/by-sa/3.0/. This dissertation is available at http://scg.unibe.ch. Acknowledgments My adventure in Bern started more than four years ago, in October 2007. This page is too short to capture the gratitude I have towards all those who have contributed in any way to this dissertation. First I’d like to extend my gratitude to Oscar Nierstrasz for supporting me throughout my time at the Software Composition Group. He gave me the freedom to develop my own research project, and provided invaluable sup- port in formulating my thoughts. It is thanks to his well-organized research group that developing this thesis almost seemed effortless. I thank Marcus Denker for his continued support and interest in my work. I very much enjoyed our discussions about research; especially while ex- ploring the Swiss mountains. I’d like to thank him for reviewing this thesis, writing the Koreferat, and accepting to be on the PhD committee. I thank Torsten Braun for accepting to chair the PhD defense. -
Croquet: a Collaboration System Architecture
Croquet: A Collaboration System Architecture David A. Smith, Alan Kay, Andreas Raab, David P. Reed VPRI Technical Report TR-2003-002 Viewpoints Research Institute, 1025 Westwood Blvd 2nd flr, Los Angeles, CA 90024 t: (310) 208-0524 VPRI Technical Report TR-2003-002 Croquet A Collaboration System Architecture David A. Smith Alan Kay 1 Andreas Raab David P. Reed 104 So. Tamilynn Cr. 1209 Grand Central Ave University of MIT Media Laboratory Cary NC, 27513 Glendale, CA 91201 Magdeburg, Germany 20 Ames Street davidasmith@ alan.kay@ andreas.raab@ Room E15-492 bellsouth.net viewpointsresearch.orG squeakland.orG CambridGe, MA 02139 [email protected] ABSTRACT1 this question was asked lonG aGo, and the strenGth of the Croquet [18] is a computer software architecture built from answer has successfully carried us for a quarter century. On the Ground up with a focus on deep collaboration between the other hand, the current environments are really just the teams of users. It is a totally open, totally free, highly thin veneer over what even lonG aGo were seriously portable extension to the Squeak [5] proGramminG system. outmoded approaches to development and desiGn. Many of Croquet is a complete development and delivery platform the really Good fundamental ideas that people had were left for doinG real collaborative work. There is no distinction on the cuttinG room floor. between the user environment and the development environment. great deal has happened in the last few decades that allows Croquet is focused on interactions inside of a 3D shared for some fundamentally new approaches that could not have space that is used for context based collaboration, where been considered at the time. -
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 ............................................................................................ -
Metamodal Mastery – Virtual Mediations of Transdisciplinarity In
Beyond the Remix 1 Beyond the Remix: Clarifying Mastery In Virtual Environments Mary Leigh Morbey and Carolyn Steele York University Beyond the Remix 2 Abstract Virtual technologies are having a radical impact on university teaching and learning. A cursory survey of academic conferences on teaching and technology reveals an emphasis on sessions discussing the merits of digital dinosaurs such as learning management systems, e-chats, polling functions, and video-streamed lectures. Meanwhile, university students are remixing video and audio files, constructing 3D animations and multiple avatar-based identities, and playing high- end multiplayer video games in which they interact seamlessly with peers around the globe. More recently, we have seen the emergence of metamedia platforms. These are virtual environments which not only provide users with a dynamic, immersive experience, but also enable them to construct, embed, and archive multimedia resources, text, video, and 3D artifacts, and as well as web browsers and entire software applications. This paper focuses on the potential of metamedia in higher education to foster advanced knowledge production and transdisciplinary research in the construction and mediation of multiple complex lifeworlds. Using Second Life and Croquet as case studies for the engagement of the changing media environment in higher education contexts, we examine the potential and actual promise for tertiary education of 3D immersive technology to develop metamodal mastery – the ability to create, analyze, and synthesize data, artifacts, epistemologies, and vocabularies from a variety of fields in a variety of modes and media, within metamedia platforms. The problems and possibilities of metamodal mastery as a viable contribution also will be discussed. -
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.