Virtual Reality and Technologies for Combat Simulation
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4010, 237 8514, 226 80486, 280 82786, 227, 280 a AA. See Anti-Aliasing (AA) Abacus, 16 Accelerated Graphics Port (AGP), 219 Acce
Index 4010, 237 AIB. See Add-in board (AIB) 8514, 226 Air traffic control system, 303 80486, 280 Akeley, Kurt, 242 82786, 227, 280 Akkadian, 16 Algebra, 26 Alias Research, 169 Alienware, 186 A Alioscopy, 389 AA. See Anti-aliasing (AA) All-In-One computer, 352 Abacus, 16 All-points addressable (APA), 221 Accelerated Graphics Port (AGP), 219 Alpha channel, 328 AccelGraphics, 166, 273 Alpha Processor, 164 Accel-KKR, 170 ALT-256, 223 ACM. See Association for Computing Altair 680b, 181 Machinery (ACM) Alto, 158 Acorn, 156 AMD, 232, 257, 277, 410, 411 ACRTC. See Advanced CRT Controller AMD 2901 bit-slice, 318 (ACRTC) American national Standards Institute (ANSI), ACS, 158 239 Action Graphics, 164, 273 Anaglyph, 376 Acumos, 253 Anaglyph glasses, 385 A.D., 15 Analog computer, 140 Adage, 315 Anamorphic distortion, 377 Adage AGT-30, 317 Anatomic and Symbolic Mapper Engine Adams Associates, 102 (ASME), 110 Adams, Charles W., 81, 148 Anderson, Bob, 321 Add-in board (AIB), 217, 363 AN/FSQ-7, 302 Additive color, 328 Anisotropic filtering (AF), 65 Adobe, 280 ANSI. See American national Standards Adobe RGB, 328 Institute (ANSI) Advanced CRT Controller (ACRTC), 226 Anti-aliasing (AA), 63 Advanced Remote Display Station (ARDS), ANTIC graphics co-processor, 279 322 Antikythera device, 127 Advanced Visual Systems (AVS), 164 APA. See All-points addressable (APA) AED 512, 333 Apalatequi, 42 AF. See Anisotropic filtering (AF) Aperture grille, 326 AGP. See Accelerated Graphics Port (AGP) API. See Application program interface Ahiska, Yavuz, 260 standard (API) AI. -
T I S ^ E ' Cottons CUSTOMIZED KITCHENS 0^
: : ' I '■ ;:'vV WEDKBBDAY, FEBRUARY 2,.lO li' JL ffba Wahtlkir tfnnrlrrBtpr Eurntog frrtJh Avenga Dnflr KsC Prsss Ron I at P. a WsaBSa rue tha fairth •« ill- •■t. iWk t \ ^ 9 , 6 8 0 lawet by aaow aarty FtMay; e of «ka AniH FYMay, mow amy ebaago «a i lul Town / I V. ManehtSner— A tity of Vittage Charm midbi t I m k Pwxda’t Vuflon nMOtben t» iDMt tUa ave* MANCHESTER, CONN„ THURSDAY, FEBRUARY 3,1949 PRKJE FOUR CENTS StatTjO at the 8^^" VOL. LX \T n„ NO. 105 (TWENTY PAGES) AtMy cltaC^l. where they wli) SMART YOUNO H O ifB M leave for a lobogfan party. 'I ( . ■ ■ The 0* Troop 16, Olrl President Congratulates Retiring Generals floouta, wm ba omitted thto week. ENTIRTAIN IN Sharp Partisan Rows The next meeting held World Gets Notice . Thuraday, Fhbniary 10, under the l c a ! 3 e ^ 0* Mia. Lealle Hoyt and SaT^tawrence MacQUpln, In T IA P A R T Y St. Jamaa’a adUwl hall. RedMove Will Not •In Senate and House An Important btialneae meeting a t the CoamopoHtan Club will b e , held Friday attemoon at two Be Let Hurt Unity o'clock In the Federation room of j center church houae, when the | mambera will vote on the revtaed i On Budget, Housing by-lawa. A talk on the “Ro- Real ^Significance Seen ^nen of Silver” wlU foUow the, Norway’s Own — Imalneaa aenlon, and a large at In Acheson’s Rejec tendance of merabera le hoped for. tion of Stalin’s' Lat Democratic Floor Lead Mra. -
165 Lecture Notes 1 - Game Engines Csc 165 Computer Game Architecture Basic Game Structure
CSc 165 Lecture Notes 1 - Game Engines CSc 165 Computer Game Architecture Basic Game Structure Start while (!gameOver) Initialize system Player Input Initialize 1 - Game Engines game One iteration Game Main Logic Update Loop = 1 Frame Shutdown Render Exit “Tightly-coupled” game loop 2 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines Game ENGINE Typical Game Engine Functions A reusable collection of modules . Independent of any particular Game Logic • Simulation of elapsed time • View (camera) control . Encapsulates platform dependencies • Scene Management • Input handling o Objects, geometry details . Possible because all games have things in common • Sound generation • Rendering • Network communication • Collision Detection/Handling Game Application Logic o Physics simulation • Special effects • Lights, Shadows, Textures o Explosions, fire, … Game Engine Player 3 4 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines Game Engine Design Some Game Engines Game Application Logic o Unity o jMonkey o Unreal o OGRE o Hero Engine o Quake <<interface>> <<interface>> <<interface>> <<interface>> … other RenderSystem Input Audio Networking o CryEngine o Lumberyard o Blender (Amazon) o Game Engine o Panda 3D Torque 3D Network o LeadWerks o SAGE For an expanded list see: http://en.wikipedia.org/wiki/List_of_game_engines 5 6 CSc 165 Lecture Notes CSc 165 Lecture Notes 1 - Game Engines 1 - Game Engines RAGE : “Raymond’s Awesome Game Engine” Abstracting Game Structure A collection of Java packages -
A Survey Full Text Available At
Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Full text available at: http://dx.doi.org/10.1561/0600000083 Other titles in Foundations and Trends R in Computer Graphics and Vision Crowdsourcing in Computer Vision Adriana Kovashka, Olga Russakovsky, Li Fei-Fei and Kristen Grauman ISBN: 978-1-68083-212-9 The Path to Path-Traced Movies Per H. Christensen and Wojciech Jarosz ISBN: 978-1-68083-210-5 (Hyper)-Graphs Inference through Convex Relaxations and Move Making Algorithms Nikos Komodakis, M. Pawan Kumar and Nikos Paragios ISBN: 978-1-68083-138-2 A Survey of Photometric Stereo Techniques Jens Ackermann and Michael Goesele ISBN: 978-1-68083-078-1 Multi-View Stereo: A Tutorial Yasutaka Furukawa and Carlos Hernandez ISBN: 978-1-60198-836-2 Full text available at: http://dx.doi.org/10.1561/0600000083 Publishing and Consuming 3D Content on the Web: A Survey Marco Potenziani Visual Computing Lab, ISTI CNR [email protected] Marco Callieri Visual Computing Lab, ISTI CNR [email protected] Matteo Dellepiane Visual Computing Lab, ISTI CNR [email protected] Roberto Scopigno Visual Computing Lab, ISTI CNR [email protected] Boston — Delft Full text available at: http://dx.doi.org/10.1561/0600000083 Foundations and Trends R in Computer Graphics and Vision Published, sold and distributed by: now Publishers Inc. PO Box 1024 Hanover, MA 02339 United States Tel. +1-781-985-4510 www.nowpublishers.com [email protected] Outside North America: now Publishers Inc. -
14 CFR Part 25
Pt. 25 14 CFR Ch. I (1–1–13 Edition) TABLE I.—HIRF ENVIRONMENT I (5) From 400 MHz to 8 gigahertz (GHz), use radiated susceptibility tests at a minimum Field strength of 150 V/m peak with pulse modulation of 4 Frequency (volts/meter) percent duty cycle with a 1 kHz pulse repeti- Peak Average tion frequency. This signal must be switched on and off at a rate of 1 Hz with a duty cycle 10 kHz–2 MHz ................................... 50 50 of 50 percent. 2 MHz–30 MHz ................................. 100 100 (d) Equipment HIRF Test Level 2. Equipment 30 MHz–100 MHz ............................. 50 50 HIRF test level 2 is HIRF environment II in 100 MHz–400 MHz ........................... 100 100 table II of this appendix reduced by accept- 400 MHz–700 MHz ........................... 700 50 able aircraft transfer function and attenu- 700 MHz–1 GHz ................................ 700 100 ation curves. Testing must cover the fre- GHz–2 GHz ....................................... 2,000 200 2 GHz–6 GHz .................................... 3,000 200 quency band of 10 kHz to 8 GHz. 6 GHz–8 GHz .................................... 1,000 200 (e) Equipment HIRF Test Level 3. (1) From 10 8 GHz–12 GHz .................................. 3,000 300 kHz to 400 MHz, use conducted susceptibility 12 GHz–18 GHz ................................ 2,000 200 tests, starting at a minimum of 0.15 mA at 10 18 GHz–40 GHz ................................ 600 200 kHz, increasing 20 dB per frequency decade In this table, the higher field strength applies at the fre- to a minimum of 7.5 mA at 500 kHz. quency band edges. (2) From 500 kHz to 40 MHz, use conducted susceptibility tests at a minimum of 7.5 mA. -
Spitzer SAGE-SMC Infrared Photometry of Massive Stars in the Small Magellanic Cloud Bonanos, A.Z.; Lennon, D.J.; Köhlinger, F.; Loon, J.T
Spitzer SAGE-SMC Infrared Photometry of Massive Stars in the Small Magellanic Cloud Bonanos, A.Z.; Lennon, D.J.; Köhlinger, F.; Loon, J.T. van; Massa, D.L.; Sewilo, M.; ... ; Whitney, B.A. Citation Bonanos, A. Z., Lennon, D. J., Köhlinger, F., Loon, J. T. van, Massa, D. L., Sewilo, M., … Whitney, B. A. (2010). Spitzer SAGE-SMC Infrared Photometry of Massive Stars in the Small Magellanic Cloud. The Astronomical Journal, 140(2), 416-429. doi:10.1088/0004-6256/140/2/416 Version: Not Applicable (or Unknown) License: Leiden University Non-exclusive license Downloaded from: https://hdl.handle.net/1887/61635 Note: To cite this publication please use the final published version (if applicable). The Astronomical Journal, 140:416–429, 2010 August doi:10.1088/0004-6256/140/2/416 C 2010. The American Astronomical Society. All rights reserved. Printed in the U.S.A. SPITZER SAGE-SMC INFRARED PHOTOMETRY OF MASSIVE STARS IN THE SMALL MAGELLANIC CLOUD A. Z. Bonanos1,D.J.Lennon2,3,F.Kohlinger¨ 4, J. Th. van Loon5,D.L.Massa2,M.Sewilo2,C.J.Evans6, N. Panagia2,7,8, B. L. Babler9, M. Block10, S. Bracker9, C. W. Engelbracht9, K. D. Gordon2,J.L.Hora11, R. Indebetouw12, M. R. Meade9, M. Meixner2,K.A.Misselt10, T. P. Robitaille11,B.Shiao2, and B. A. Whitney13 1 Institute of Astronomy & Astrophysics, National Observatory of Athens, I. Metaxa & Vas. Pavlou St., P. Penteli, 15236 Athens, Greece; [email protected] 2 Space Telescope Science Institute, 3700 San Martin Drive, Baltimore, MD 21218, USA; [email protected], [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] 3 European Space Agency, Research and Scientific Support Department, Baltimore, MD 21218, USA 4 Department of Physics and Astronomy, Heidelberg University, Albert-Ueberle-Str. -
Participatory Gaming Culture
Master thesis Participatory gaming culture: Indie game design as dialogue between player & creator Martijn van Best student ID: 3175421 [email protected] New Media Studies Faculty of Humanities UTRECHT UNIVERSITY Course code: 200700088 THE-Scriptie / MA NMDC Supervisor: Erna Kotkamp Second reader: René Glas DATE: March 28th, 2011 1 To Mieke 2 Abstract In this thesis I argue that the current dichotomy between indie game design and mainstream design based on commercial appeal versus creative audacity is non-constructive. Instead, I wish to investigate to what extent indie game designers are able to establish a personal dialogue with their audience through their game. I frame independent game design as a participatory culture in which indies alter and modify existing game design conventions through a practice called abusive game design. This is a concept developed by Douglas Wilson and Miguel Sicart. Players who wish to master (partially) abusive games, need to learn about the designer's intentions rather than the game system. I argue that a designer's visibility in this way allows for a dialogue between creator and player. However, in a case study of indie title Super Crate Box (2010), it appears that in order to maintain a sense of fun, certain conventions of mainstream game design need to be adhered to. Indie designers, who often have the most visible and personal relationship with their audience, need to navigate between their wish for a personal connection with players and user friendly, but 'faceless' design. Scaling the tipping point too much to the abusive side instead of the conventional one, may be counter to designers' wishes to create an enjoyable game. -
Engineering Design Using Game-Enhanced CAD: the Potential to Augment the User Experience with Game Elements
Heriot-Watt University Research Gateway Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements Citation for published version: Kosmadoudi, Z, Lim, T, Ritchie, JM, Louchart, S, Liu, Y & Sung, R 2012, 'Engineering design using game- enhanced CAD: The potential to augment the user experience with game elements', Computer-Aided Design, vol. 45, no. 3, pp. 777-795. https://doi.org/10.1016/j.cad.2012.08.001 Digital Object Identifier (DOI): 10.1016/j.cad.2012.08.001 Link: Link to publication record in Heriot-Watt Research Portal Document Version: Early version, also known as pre-print Published In: Computer-Aided Design General rights Copyright for the publications made accessible via Heriot-Watt Research Portal is retained by the author(s) and / or other copyright owners and it is a condition of accessing these publications that users recognise and abide by the legal requirements associated with these rights. Take down policy Heriot-Watt University has made every reasonable effort to ensure that the content in Heriot-Watt Research Portal complies with UK legislation. If you believe that the public display of this file breaches copyright please contact [email protected] providing details, and we will remove access to the work immediately and investigate your claim. Download date: 01. Oct. 2021 Accepted Manuscript Engineering design using game-enhanced CAD: The potential to augment the user experience with game elements Zoe Kosmadoudi, Theodore Lim, James Ritchie, Sandy Louchart, Ying Liu, Raymond Sung PII: S0010-4485(12)00169-8 DOI: 10.1016/j.cad.2012.08.001 Reference: JCAD 1963 To appear in: Computer-Aided Design Received date: 10 October 2011 Accepted date: 4 August 2012 Please cite this article as: Kosmadoudi Z, Lim T, Ritchie J, Louchart S, Liu Y, Sung R. -
Proquest Dissertations
INFORMATION TO USERS This manuscript has been reproduced from the microfilm master. UMI films the text directly from the original or copy submitted. Thus, some thesis and dissertation copies are in typewriter face, while others may be from any type of computer printer. The quality of this reproduction is dependent upon the quality of the copy submitted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, these will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g., maps, drawings, charts) are reproduced by sectioning the original, beginning at the upper left-hand comer and continuing from left to right in equal sections with small overlaps. Each original is also photographed in one exposure and is included in reduced form at the back of the book. Photographs included in the original manuscript have been reproduced xerographically in this copy. Higher quality 6” x 9” black and white photographic prints are available for any photographs or illustrations appearing in this copy for an additional charge. Contact UMI directly to order. UMI Bell & Howell Information and Learning 300 North Zeeb Road, Ann Aibor, Ml 48106-1346 USA 800-521-0600 3D VIRTUAL WORLDS AND LEARNING: AN ANALYSIS OF THE IMPACT OF DESIGN AFFORDANCES AND LIMITATIONS IN ACTIVE WORLDS, BLAXXUN INTERACTIVE, AND ONLIVE! TRAVELER; AND A STUDY OF THE IMPLEMENTATION OF ACTIVE WORLDS FOR FORMAL AND INFORMAL EDUCATION DISSERTATION Presented in Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Michele D. -
Guia De Desenvolvimento De Jogos Para Programadores Independentes
Guia de desenvolvimento de jogos para programadores independentes LUÍS MIGUEL DIAS FERNANDES Outubro de 2015 Guia de desenvolvimento de jogos para programadores independentes Luís Miguel Dias Fernandes Dissertação para obtenção do Grau de Mestre em Engenharia Informática, Área de Especialização em Sistemas Gráficos e Multimédia Orientador: Filipe de Faria Pacheco, PhD Júri: Presidente: [Nome do Presidente, Categoria, Escola] Vogais: [Nome do Vogal1, Categoria, Escola] [Nome do Vogal2, Categoria, Escola] (até 4 vogais) Porto, Outubro 2015 ii Resumo Os vídeo jogos ou jogos de computador têm vindo a crescer na sua relação com o público ganhando terreno e credibilidade nos benefícios que os jogadores obtêm quando usam este tipo de software, indo esses benefícios para além do divertimento associado à palavra jogo no seu sentido etimológico. Nos últimos anos cada vez mais o mercado e algumas das mais reputadas instituições de ensino têm dedicado especial atenção a este tipo de software, englobando nesses estudos diversas áreas desde a engenharia à saúde, incluindo ainda, estudos de cariz psicológico e sociológico reveladores de que estas experiências de entretenimento, cada vez mais disponíveis a todos, têm influência na sua envolvente de integração e relação com outros fenómenos de cariz social. Apreciado o estado da arte esta tese tem como principal objetivo servir de guia de iniciação a individuais ou pequenas equipas da área de desenvolvimento de software no caminho para o desenvolvimento de jogos de vídeo independentes, apresentando uma análise cuidada capaz de apoiar as equipas desde o momento zero, estando o mesmo estruturado de forma a refletir o entendimento das bases teóricas em que o desenvolvimento deste tipo de software assenta, o estado da arte sobre plataformas, análise de mercado e indústria, metodologias de desenvolvimento e equipas, e ainda analisadas algumas das mais relevantes ferramentas de desenvolvimento e criação de conteúdos. -
An Overview of the Steamie Educational Game Engine
Session F3B An Overview of the STEAMiE Educational Game Engine Scott Nykl, Chad Mourning, Mitchell Leitch, David Chelberg, Teresa Franklin, and Chang Liu Ohio University, [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] Abstract - Today, there exists a significant disparity in tools to create educational games and the tools’ the degree of technological development between shortcomings are described below. commercial and educational games. The STEAMiE Educational Engine is a cutting-edge system used to I. Recreational Engines create advanced, realistic, immersive learning environments. These environments have been shown to The Torque Game Engine is one of the leading independent influence comprehension and retention of hard-to-teach developer game engines [1]. There are multiple ways in science concepts. This paper will present an overview of which SEE is superior. First, Torque supports basic physics: the features of our STEAMiE Educational Engine and things can fall, go in a straight line, follow a parabola, and how to use it to create games/simulations capable of collide with other objects [1]. In SEE the physics engine enhancing a user’s learning experience. provides much higher fidelity; SEE can maintain realistic multi-object interactions that cascade indefinitely. Second, The STEAMiE Educational Engine contains a rich Torque, similar to many existing engines, utilizes its own feature set allowing for development of powerful “C++ like” scripting language. Scripting languages allow modules within a short period of time. From a certain common scenarios to be easily implemented; development point of view, the STEAMiE Educational however, as the complexity of a scenario increases the Engine’s object oriented design is modular and can be limitations of the scripting language force the developer to easily extended to support new functionality in a timely “jump through hoops” to achieve their goal. -
Investigation of the Stroop Effect in a Virtual Reality Environment
Tallinn University of Technology School of Information Technologies Younus Ali 177356IASM Investigation of the Stroop Effect in a Virtual Reality Environment Master’s Thesis Aleksei Tepljakov Ph.D. Research Scientist TALLINN 2020 Declaration of Originality Declaration: I hereby declare that this thesis, my original investigation and achieve- ment, submitted for the Master’s degree at Tallinn University of Technology, has not been submitted for any degree or examination. Younus Ali Date: January 7, 2020 Signature: ......................................... Abstract Human cognitive behavior is an exciting subject to study. In this work, the Stroop effect is investigated. The classical Stroop effect arises as a consequence of cognitive interference due to mismatch of the written color name and the actual text color. The purpose of this study is to investigate the Stroop effect and Reverse Stroop in the virtual reality environment by considering response, error, and subjective selection. An interactive application using virtual reality technology with Unreal Engine implemented using instruction-based Stroop and reversed Stroop tasks. In the designed test, participants need to throw a cube-shaped object into three specific zones according to instructions. The instructions depend on the color ( represents Stroop Test ) or the meaning of the words (represents reversed Stroop test). The instructions using either congruent or incongruent (“blue” displayed in red or green) color stimuli. Participants took more time to respond to the Stroop test than