Serious Games: the Confluence of Virtual Reality, Simulation & Modeling, and Immersive Education
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Master's Thesis
MASTER'S THESIS Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization Mohammad Rokonuzzaman Pappu 2015 Master of Science (120 credits) Space Engineering - Space Master Luleå University of Technology Department of Computer Science, Electrical and Space Engineering Mohammad Rokonuzzaman Pappu Online Model Predictive Control of a Robotic System by Combining Simulation and Optimization School of Electrical Engineering Department of Electrical Engineering and Automation Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Technology Espoo, August 18, 2015 Instructor: Professor Perttu Hämäläinen Aalto University School of Arts, Design and Architecture Supervisors: Professor Ville Kyrki Professor Reza Emami Aalto University Luleå University of Technology School of Electrical Engineering Preface First of all, I would like to express my sincere gratitude to my supervisor Pro- fessor Ville Kyrki for his generous and patient support during the work of this thesis. He was always available for questions and it would not have been possi- ble to finish the work in time without his excellent guidance. I would also like to thank my instructor Perttu H¨am¨al¨ainen for his support which was invaluable for this thesis. My sincere thanks to all the members of Intelligent Robotics group who were nothing but helpful throughout this work. Finally, a special thanks to my colleagues of SpaceMaster program in Helsinki for their constant support and encouragement. Espoo, August 18, -
A Third Age of Avatars Bruce Damer, [email protected] Damer.Com | Digitalspace.Com | Ccon.Org | Biota.Org | Digibarn.Com
A Third Age of Avatars Bruce Damer, [email protected] damer.com | digitalspace.com | ccon.org | biota.org | digibarn.com Ò Started life on a PDP-11 fresh out of high school (1980), programmed graphics, videotext systems, dreamed of self replicating robots on the moon, designed board games, built model space stations. Ò Worked at IBM Research in 1984 (Toronto, New York), introduced to Internet, optical computing. Ò At Elixir Technologies 1987-94, wrote some of first GUI/Windows-Icons Publishing software on the IBM PC platform used 100 countries. Ò Established Contact Consortium in 1995, held first conferences on avatars (Earth to Avatars, Oct 1996) Ò Wrote “Avatars!”in 1997. Hosted and supported 9 conferences until 2003 on various aspects of virtual worlds (AVATARS Conferences, VLearn3D, Digital Biota) Ò Founded DigitalSpace in 1995, produced 3D worlds for government, corporate, university, and industry. Evangelism for Adobe (Atmosphere), NASA (Digital Spaces, open source 3D worlds for design simulation of space exploration) and NIH (learning games for Autism) Ò Established DigibarnComputer Museum (2002) Ò Virtual Worlds Timeline project (2006-2008) to capture and represent the history of the medium Ò The Virtual World, its Origins in Deep Time Ò Text Worlds Ò Graphical Worlds Ò Internet-Connected Worlds Ò The Avatars Cyberconferences Ò Massive Multiplayer Online RPGs Ò Virtual World Platforms Ò Virtual Worlds Timeline Project and Other Research History of Virtual Worlds The Virtual World, its Origins in Deep Time So what is a Virtual World? A place described by words or projected through pictures which creates a space in the imagination real enough that you can feel you are inside of it. -
Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype
Principles of Emergent Design in Online Games: Mermaids Phase 1 Prototype Celia Pearce* Calvin Ashmore† Emergent Game Group {EGG} Emergent Game Group {EGG} Georgia Institute of Technology Georgia Institute of Technology Abstract the key findings of the study was that the type of games that players are attracted to will create a foundation for the types of This paper outlines the first phase prototype of Mermaids, a emergent behavior they are likely to exhibit. Another was that the massively multiplayer online game (MMOG) being developed by properties of games themselves promote the honing of particular Georgia Tech’s Emergent Game Group {EGG}. We describe play styles and skills that will lead to emergent behavior. For Mermaids in the context of the group’s research mission, to instance, in Uru, exploration and puzzle-solving were develop specific games, techniques and design features that predominate play patterns at which players of Uru and previous promote large-scale emergent social behavior in multiplayer Myst games had developed considerable mastery. When this games. We also discuss some of the innovative design features of expertise migrated into other virtual worlds, it led to the the Mermaids game, and describe the rapid prototyping and emergence of particular types of exploration and questing patterns iterative development process that enabled us to create a working that were characteristic of Uru players. [Pearce 2006] prototype in a relatively short period of time on a zero budget project using a student-based development team. We also discuss The study identified a spectrum of MMOG and virtual world the special challenges encountered when trying to develop a types spanning from the “fixed synthetic world,” in which the nontraditional game, one of whose stated research goals is to world is entirely designed and built by the game’s developers and interrogate MMOG conventions, using a relatively conventional in which players have little influence on the world itself, to the game engine. -
Correlating the Effects of Flow and Telepresence in Virtual Worlds: Enhancing Our Understanding of User Behavior in Game-Based Learning
CITATION: Faiola, A., Newlon, C., Pfaff, M., & Smysolva, O. (2013) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113-1121. (Elsevier) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning Anthony Faiola a , Christine Newlon a, Mark Pfaff a, Olga Smyslova b a Indiana University, School of Informatics (IUPUI), Indianapolis, IN, USA b Kaiser Permanente, USA ABSTRACT Article history: Recent research on online learning suggests that virtual worlds are becoming an important environment Available online xxxx to observe the experience of flow. From these simulated spaces, researchers may gather a deeper under- standing of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a Keywords: feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard Flow for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies sug- Telepresence gest that flow is encountered in an array of activities and places, including those in virtual worlds. The Human–computer interaction authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with Virtual worlds degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a bet- Gaming Online learning ter attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them. -
World Missions - the Fusionfall Wiki -… World Missions
20/4/2011 World Missions - The FusionFall Wiki -… World Missions World Missions [-] # Difficulty Name LVL NPC Location 514 Basic Training (Part 1 of 3) 01 Easy Ben Null Void 515 Basic Training (Part 2 of 3) 01 Easy Ben Null Void 316 Basic Training Complete 01 Easy Ben Null Void 311 Advanced Training (Part 1 of 6) 02 Normal Rex Providence HQ 500 Advanced Training (Part 2 of 6) 02 Normal Finn Providence HQ ??? Advanced Training (Part 3 of 6) 02 Normal Finn Providence HQ ??? Advanced Training (Part 4 of 6) 02 Normal Lance Providence HQ ??? Advanced Training (Part 5 of 6) 02 Normal Lance Providence HQ ??? Advanced Training (Part 6 of 6) 02 Easy Lance Providence HQ 313 Advanced Training Complete 02 Easy Lance Providence HQ 314 Meet Edd 03 Easy Computress Mt. Neverest 328 Meet Ben 03 Easy Computress Mt. Neverest 312 Meet Dexter 03 Easy Computress Mt. Neverest 329 Meet Mojo 03 Easy Computress Mt. Neverest ??? Graduated 04 Easy Computress Mt. Neverest Peach Creek Estates (The 320 Black Out Blitz* 02 Easy Mandark Future) Pokey Oaks North (The 325 Dawn of the Spawn* 02 Normal Numbuh Five Future) 317 Gum Drop* 02 Normal Numbuh 1337 Sector V (The Future) Pokey Oaks North (The 314 Map Trap* 02 Easy Buttercup Future) Pokey Oaks North (The 315 Pokey Protection* 02 Normal Buttercup Future) Pokey Oaks North (The 327 Going Places* 02 Easy Numbuh Five Future) Peach Creek Estates (The 326 Band of Bandits* 03 Normal Samurai Jack Future) 330 Candy Jarrr!* 03 Normal Licorice Lips Candy Cove (The Future) Peach Creek Commons 318 Eddy Money* 03 Normal Eddy (The -
Making Real Money in Virtual Worlds: Mmorpgs and Emerging Business Opportunities, Challenges and Ethical Implications in Metaverses
CORE Metadata, citation and similar papers at core.ac.uk Provided by City Research Online Papagiannidis, S., Bourlakis, M. & Li, F. (2008). Making real money in virtual worlds. MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change, 75(5), pp. 610-622. doi: 10.1016/j.techfore.2007.04.007 City Research Online Original citation: Papagiannidis, S., Bourlakis, M. & Li, F. (2008). Making real money in virtual worlds. MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change, 75(5), pp. 610-622. doi: 10.1016/j.techfore.2007.04.007 Permanent City Research Online URL: http://openaccess.city.ac.uk/15279/ Copyright & reuse City University London has developed City Research Online so that its users may access the research outputs of City University London's staff. Copyright © and Moral Rights for this paper are retained by the individual author(s) and/ or other copyright holders. All material in City Research Online is checked for eligibility for copyright before being made available in the live archive. URLs from City Research Online may be freely distributed and linked to from other web pages. Versions of research The version in City Research Online may differ from the final published version. Users are advised to check the Permanent City Research Online URL above for the status of the paper. Enquiries If you have any enquiries about any aspect of City Research Online, or if you wish to make contact with the author(s) of this paper, please email the team at [email protected]. -
Exploring Telepresence in Virtual Worlds
Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence. -
Re-Branding a Nation Online: Discourses on Polish Nationalism and Patriotism
Re-Branding a Nation Online Re-Branding a Nation Online Discourses on Polish Nationalism and Patriotism Magdalena Kania-Lundholm Dissertation presented at Uppsala University to be publicly examined in Sal IX, Universitets- huset, Uppsala, Friday, October 26, 2012 at 10:15 for the degree of Doctor of Philosophy. The examination will be conducted in English. Abstract Kania-Lundholm, M. 2012. Re-Branding A Nation Online: Discourses on Polish Nationalism and Patriotism. Sociologiska institutionen. 258 pp. Uppsala. ISBN 978-91-506-2302-4. The aim of this dissertation is two-fold. First, the discussion seeks to understand the concepts of nationalism and patriotism and how they relate to one another. In respect to the more criti- cal literature concerning nationalism, it asks whether these two concepts are as different as is sometimes assumed. Furthermore, by problematizing nation-branding as an “updated” form of nationalism, it seeks to understand whether we are facing the possible emergence of a new type of nationalism. Second, the study endeavors to discursively analyze the ”bottom-up” processes of national reproduction and re-definition in an online, post-socialist context through an empirical examination of the online debate and polemic about the new Polish patriotism. The dissertation argues that approaching nationalism as a broad phenomenon and ideology which operates discursively is helpful for understanding patriotism as an element of the na- tionalist rhetoric that can be employed to study national unity, sameness, and difference. Emphasizing patriotism within the Central European context as neither an alternative to nor as a type of nationalism may make it possible to explain the popularity and continuous endur- ance of nationalism and of practices of national identification in different and changing con- texts. -
Game Engines
Game Engines Good for Prototypes and kids Scratch http://scratch.mit.edu/ Alice http://www.alice.org/ Kodu http://www.kodugamelab.com/ Game Salad http://www.gamesalad.com/ Gamemaker Studio http://www.yoyogames.com/gamemaker/studio 3D Engines Unity 3D http://www.unity3d.com/ Unreal Engine http://www.unrealengine.com/udk/ Torque 3D http://www.garagegames.com/products/torque-3d Flash based Engines Push Button https://github.com/PushButtonLabs/PushButtonEngine Flixel http://flixel.org/ General programming resources Railsbridge Free workshops in Ruby and Rails for women and their friends http://workshops.railsbridge.org/ Skillcrush Daily email with intro to web and computer topics, tutorials soon. http://www.skillcrush.com/ Code Academy Javascript, html, css, ruby and python http://www.codecademy.com/ Hackity Hack Teaches ruby http://www.hackety.com/ Code Avengers Javascript, html/css http://www.codeavengers.com/ Udacity Online college level courses with an intro to computer science course http://www.udacity.com/ Coursea Online college level course in all sorts of subjects https://www.coursera.org/ Git Hub All sorts of code lives here! https://github.com Processing A simple yet powerful programming language for images, animation and interaction. Lots of great example code. http://www.processing.org/ Game Studios in Madison, WI Raven Software (Activision Blizzard) http://ravensoft.com/ Human Head http://www.humanhead.com/ Filament Games http://www.filamentgames.com/ PerBlue http://www.perblue.com/ Ronin Studios http://www.roninsc.com/ Three -
Nethomura Deployment Platform and Networking Middleware Is Still Evolving
Networking Middleware and Online-Deployment Mechanisms for Java-based Games Chris Carter1, Dr Abdennour El Rhalibi1, Prof. Madjid Merabti1, Dr Marc Price2 (1) School of Computing & Mathematical Sciences, Liverpool John Moores University, Byrom Street, Liverpool, L3 3AF, UK [email protected]; [email protected]; [email protected] (2) BBC Research and Development. Kingswood Warren, Tadworth, Surrey, KT20 6NP, UK [email protected] Abstract. Currently, web-based online gaming applications are predominately utilising Adobe Flash or Java Applets as their core technologies. These games are often casual, two- dimensional games and do not utilise the specialist graphics hardware which has proliferated across modern PCs and Consoles. Multi-user online game play in these titles is often either non-existent or extremely limited. Computer games applications which grace the current generation of consoles and personal computers are designed to utilise the increasingly impressive hardware power at their disposal. However, these are commonly distributed using a physical medium or deployed through custom, proprietary networking mechanisms and rely upon platform-specific networking APIs to facilitate multi-user online game play. In order to unify the concepts of these disparate styles of gaming, this paper presents two interconnected systems which are implemented using Java Web Start and JXTA P2P technologies, providing a platform-independent framework capable of deploying hardware accelerated cross-platform, cross-browser online-enabled Java games, as part of the Homura Project. Keywords: Web Technologies, Distributed Systems, Java, Homura, NetHomura, Java Monkey Engine, jME, Java Web Start, Deployment, JXTA, Peer to Peer Networking, P2P Games. -
Physics Editor Mac Crack Appl
1 / 2 Physics Editor Mac Crack Appl This is a list of software packages that implement the finite element method for solving partial differential equations. Software, Features, Developer, Version, Released, License, Price, Platform. Agros2D, Multiplatform open source application for the solution of physical ... Yves Renard, Julien Pommier, 5.0, 2015-07, LGPL, Free, Unix, Mac OS X, .... For those who prefer to run Origin as an application on your Mac desktop without a reboot of the Mac OS, we suggest the following virtualization software:.. While having the same core (Unigine Engine), there are 3 SDK editions for ... Turnkey interactive 3D app development; Consulting; Software development; 3D .... Top Design Engineering Software: The 50 Best Design Tools and Apps for ... design with the intelligence of 3D direct modeling,” for Windows, Linux, and Mac users. ... COMSOL is a platform for physics-based modeling and simulation that serves as ... and tools for electrical, mechanical, fluid flow, and chemical applications .... Experience the world's most realistic and professional digital art & painting software for Mac and Windows, featuring ... Your original serial number will be required. ... Easy-access panels let you instantly adjust how paint is applied to the brush and how the paint ... 4 physical cores/8 logical cores or higher (recommended).. A dynamic soft-body physics vehicle simulator capable of doing just about anything. ... Popular user-defined tags for this product: Simulation .... Easy-to-Use, Powerful Tools for 3D Animation, GPU Rendering, VFX and Motion Design. ... Trapcode Suite 16 With New Physics, Magic Bullet Suite 14 With New Color Workflows Now ... Maxon Cinema 4D Immediately Available for M1-Powered Macs image .. -
Using Google Trends Data to Gauge Interest in Virtual Worlds 1
Volume 10, Number 1 Assembled 2017 May 2017 Editor In Chief Yesha Sivan Tel Aviv University The Coller Institute of Venture Issue Editor Victoria McArthur University of Toronto, Canada Coordinating Editor Tzafnat Shpak The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license. The Journal of Virtual Worlds Research is funded by its sponsors and contributions from readers. http://jvwresearch.org Using Google Trends Data to Gauge Interest in Virtual Worlds 1 Volume 10, Number 1 Assembled 2017 May, 2017 Using Google Trends Data to Gauge Interest in Virtual Worlds Anthony Crider Elon University Jessica Torrez-Riley Elon University Abstract Virtual worlds rose and fell in popularity a decade ago, and today's nascent commercially- available virtual reality could repeat this pattern. With sparse data available for gauging interest in technology products, such as virtual worlds or virtual reality, Google Trends search popularity has been used in prior studies as a proxy for global interest.