David Braben on Elite: Dangerous Kickstarter
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Model Optimization for Deep Space Exploration Via Simulators and Deep Learning
Model Optimization for Deep Space Exploration via Simulators and Deep Learning James Bird1,∗, Kellan Colburn2,∗, Linda Petzold1, Philip Lubin2 Abstract Machine learning, and eventually true artificial intelligence techniques, are extremely im- portant advancements in astrophysics and astronomy. We explore the application of deep learning using neural networks in order to automate the detection of astronomical bodies for future exploration missions, such as missions to search for signatures or suitability of life. The ability to acquire images, analyze them, and send back those that are important, as determined by the deep learning algorithm, is critical in bandwidth-limited applications. Our previous foundational work solidified the concept of using simulator images and deep learning in order to detect planets. Optimization of this process is of vital importance, as even a small loss in accuracy might be the difference between capturing and completely missing a possibly-habitable nearby planet. Through computer vision, deep learning, and simulators we introduce methods that optimize the detection of exoplanets. We show that maximum achieved accuracy can hit above 98% for multiple model architectures, even with a relatively small training set. Keywords: computer vision, simulator, deep learning, space, universe, exoplanet, object detection, novelty detection, neural network, machine learning, transfer learning, interstellar travel, planet detection 1. Introduction This paper will address some of the challenges and possibilities of exoplanet -
Blast Off Broken Sword
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like. -
Vol. 47, No. 2 June 2018 a New Star Appears in Europe Page 14 Journal
Online PDF: ISSN 233333-9063 Vol. 47, No. 2 June 2018 Journal of the International Planetarium Society A New Star Appears in Europe Page 14 Reach for the stars... and beyond. ZEISS powerdome IV // INSPIRATION MADE BY ZEISS True Hybrid with brilliant stars and perfect renderings from a single source ZEISS powerdome IV brings many new features to your star theater: an integrated planetarium for earthbound and extraterrestrial astronomy with seamless transitions between optical and digital star fields (True Hybrid) | The universe from Earth via the solar system and Milky Way galaxy to the very edge of the observable space | Stereo projection | 8k performance | 10 bit color depth for smooth gradients | HEVC codec for efficient video renderings free of artifacts | All constellation figures, individually and in groups without any mutual overlapping | Telescope function for deep-sky imagery applying Astronomy Visualization Metadata | Complete image set of all Messier objects | Customizable polar lights, comets with gas and dust tails, and shooting stars with a great variety of parameters for location, brightness, colors and appearance | Simulation of day and night with dusk and dawn coloring of sky and panorama images | Customizable weather effects such as clouds, rain, fog, snow, rainbow, halos, air and light pollution effects | Digital rights management to secure your productions | Remote service for quick help, and much more from the only company serving planetariums for nearly a century. www.zeiss.com/planetariums zeiss-ad_pdIV_letter_x3.indd -
University of California Santa Cruz Learning from Games
UNIVERSITY OF CALIFORNIA SANTA CRUZ LEARNING FROM GAMES FOR GENERATIVE PURPOSES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Adam J. Summerville June 2018 The Dissertation of Adam J. Summerville is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Santiago Ontañón Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Adam J. Summerville 2018 Table of Contents List of Figures vi List of Tables xiv Abstract xvi Dedication xvii Acknowledgments xviii 1 Introduction 1 1.1 Research Contributions ........................... 5 I Learning From Game 7 2 How Humans Understand Games 8 2.1 Human Annotation Tasks .......................... 17 2.2 Entity Persistence .............................. 17 2.3 Camera Motion ................................ 18 2.4 Room Detection ............................... 21 2.4.1 Teleportation ............................. 23 2.4.2 Traversal ............................... 25 2.5 Animation Cycles ............................... 32 2.6 Mode Dynamics ................................ 34 2.7 Conclusion .................................. 36 3 Mappy – A System for Map Extraction and Annotation via Observa- tion 37 3.1 NES Architecture and Emulation ...................... 41 3.2 Operationalizing Entity Persistence ..................... 43 3.3 Inferring Camera Motion .......................... 49 iii 3.4 Determining Room Transitions ....................... 59 3.4.1 Automatic Mapping ........................ -
PROCEDURAL CONTENT GENERATION for GAME DESIGNERS a Dissertation
UNIVERSITY OF CALIFORNIA SANTA CRUZ EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Gillian Margaret Smith June 2012 The Dissertation of Gillian Margaret Smith is approved: ________________________________ Professor Jim Whitehead, Chair ________________________________ Associate Professor Michael Mateas ________________________________ Associate Professor Noah Wardrip-Fruin ________________________________ Professor R. Michael Young ________________________________ Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright © by Gillian Margaret Smith 2012 TABLE OF CONTENTS List of Figures .................................................................................................................. ix List of Tables ................................................................................................................ xvii Abstract ...................................................................................................................... xviii Acknowledgments ......................................................................................................... xx Chapter 1: Introduction ....................................................................................................1 1 Procedural Content Generation ................................................................................. 6 1.1 Game Design................................................................................................... -
Trafalgar Square Publishing Spring 2016 Don’T Miss Contents
Trafalgar Square Publishing Spring 2016 Don’t Miss Contents Animals/Pets .....................................................................120, 122–124, 134–135 28 Planting Design Architecture .................................................................................... 4–7, 173–174 for Dry Gardens Art .......................................................8–9, 10, 12, 18, 25–26 132, 153, 278, 288 Autobiography/Biography ..............37–38, 41, 105–106, 108–113, 124, 162–169, 179–181, 183, 186, 191, 198, 214, 216, 218, 253, 258–259, 261, 263–264, 267, 289, 304 Body, Mind, Spirit ....................................................................................... 33–34 Business ................................................................................................... 254–256 Classics ....................................................................................43–45, 47–48, 292 Cooking ......................................................1, 11, 14–15, 222–227, 229–230–248 Crafts & Hobbies .............................................................................21–24, 26–27 85 The Looking Design ......................................................................................................... 19–20 Glass House Erotica .................................................................................................... 102–103 Essays .............................................................................................................. 292 Fiction ...............................................42, -
Candidate Paolo GALLO
POLITECNICO DI TORINO Master’s Degree in Computer Engineering Master’s Degree Thesis Development of a real-time solution for an interactive VR representation of large star catalogues Supervisors Candidate Prof. Andrea SANNA Paolo GALLO April, 2021 Abstract This thesis takes place in the context of Virtual Reality and Data Visualization techniques applied to large astronomical datasets. The goal of this work is to improve and extend the already existing Astra Data Navigator application, built with the Unity game engine, and make it capable of loading and displaying large star catalogues in a realistic and real-time 3D environment. The software was built in theVR laboratory of ALTEC - Aerospace Logistics Technology Engineering Company - while interfacing with other European projects such as NEANIAS and ESA’s Gaia mission, which is particularly relevant to this work. The catalogue of celestial objects observed by the Gaia astrometric satellite is the largest collection of stars available to date, counting over 1.8 billion entries; being able to navigate and interact with this data in 3D would be extremely useful for both scientific and educational purposes, but mostVR tools are limited to a much smaller object count and cannot be extended further. On the data management side, the application (which has an integrated star catalogue but also supports external data sources in the form of CSV files or SQL databases) offers the choice between two different modes: the user can choose to load all of the available data at startup and store it in the system memory, which requires more resources and increased loading time but then provides a seamless navigation of the 3D environment, or he can opt for a dynamic loading solution (better suited for large catalogues), that only selects relevant data based on the current observer position, saving a lot of resources but introducing additional loading times that interrupt the navigation experience. -
Cloud-Based Visual Discovery in Astronomy: Novel EOSC Services for Exploring Large Scale Catalogues
Novel EOSC services for Emerging Atmosphere, Underwater and Space Challenges 2021 April Cloud-Based Visual Discovery in Astronomy: Novel EOSC Services for Exploring Large Scale Catalogues Modern radioastronomy is currently undergoing a revolution e.g. with a new generation of interferometers such as the game changing Square-Kilometre Array (SKA)1, which is an international collaboration involving over 100 scientific and technological partners from 20 countries; upon its completion this will be the largest radio interferometer on earth. Such instrumentation infrastructures spearhead the next generation all-sky surveys towards a brand-new paradigm shift as multiwavelength all-sky surveys are expected to replace traditionally executed single-object observations, enabling to perform novel statistical studies and thus revealing previously unknown patterns and trends2. The scientific community is facing an emerging flurry of enormously large, incredibly rich and highly complex data volumes, e.g. when fully operational SKA is expected to generate data rates largely exceeding the global Internet traffic. The associated science-ready data products will pose extremely challenging technological demands on traditional approaches, e.g. analysis and imaging software tools will have to be adapted at various levels, if not completely re-designed from scratch, so as to run efficiently at scale with satisfactory performances. An earlier blog article3 discussed recent technological advances in the game engines and virtual reality fields relating to NEANIAS4 which is exploiting new tools and approaches to prototype services for agile, fit-for-purpose and sustainable offerings accessible through the European Open Science Cloud (EOSC5) to handle emerging, next generation radioastronomy data. The NEANIAS S1 services6 are delivering optimised cloud- based visual discovery for multiwavelength astrophysics datasets, ensuring scalability and exploiting innovative interfaces through virtual reality. -
Trigger Happy: Videogames and the Entertainment Revolution
Free your purchased eBook form adhesion DRM*! * DRM = Digtal Rights Management Trigger Happy VIDEOGAMES AND THE ENTERTAINMENT REVOLUTION by Steven Poole Contents ACKNOWLEDGMENTS............................................ 8 1 RESISTANCE IS FUTILE ......................................10 Our virtual history....................................................10 Pixel generation .......................................................13 Meme machines .......................................................18 The shock of the new ...............................................28 2 THE ORIGIN OF SPECIES ....................................35 Beginnings ...............................................................35 Art types...................................................................45 Happiness is a warm gun .........................................46 In my mind and in my car ........................................51 Might as well jump ..................................................56 Sometimes you kick.................................................61 Heaven in here .........................................................66 Two tribes ................................................................69 Running up that hill .................................................72 It’s a kind of magic ..................................................75 We can work it out...................................................79 Family fortunes ........................................................82 3 UNREAL CITIES ....................................................85 -
Space Engine Pc Game Free Download
space engine pc game free download SpaceEngine Free Download (v0.990.42) SpaceEngine is a 1:1 scale science-based Universe simulator, featuring billions upon billions of galaxies, nebulae, stars, and planets, all shown at their full real-world scale. Explore Earth and our neighboring worlds in the Solar System, orbit a black hole in a galaxy billions of light-years away, or visit anything in between seamlessly, with no transitions. All of time and space are yours to explore – cruise between the stars at a million times the speed of light, and accelerate time to watch the orbital motions of a thousand worlds play out before your eyes. Every planet you encounter in your journey will feature procedural 3D terrain with detailed textures. Everything you see in the sky – stars and galaxies, planets and moons, asteroids and comets, black holes and neutron stars, star clusters and nebulae – are yours to explore at the press of a button. Spacecraft with Newtonian physics and pilot-assist autopilot features (in early development but fully usable) are yours to fly anywhere in the universe in the Flight Simulator mode. SpaceEngine is also very friendly for creators of mods and add-ons – create your own planets, star systems, even galaxies, import your own spacecraft models, create custom GUI skins, and more, all easily sharable with others. How to Download & Install SpaceEngine. Click the Download button below and you should be redirected to UploadHaven. Wait 5 seconds and click on the blue ‘download now’ button. Now let the download begin and wait for it to finish. -
El Tratamiento Del Videojuego: De La Prensa Generalista a Las Revistas
UNIVERSIDAD DE SEVILLA Facultad de Comunicación Departamento de Periodismo II Tesis Doctoral EL TRATAMIENTO DEL VIDEOJUEGO: DE LA PRENSA GENERALISTA A LAS REVISTAS ESPECIALIZADAS Análisis comparativo de las ediciones impresas y digitales de El País, El Mundo, Público y 20 Minutos Sevilla, julio de 2012 Tesis Doctoral realizada por: Isaac López Redondo Director: Dr. Antonio López Hidalgo A Ana, indudablemente, por todo el tiempo que le robé. Sin su apoyo, comprensión y cariño, este trabajo nunca habría sido una realidad. 0. Índice 1. Introducción………………………………………………………………… 8 1.1. Objetivos de la investigación………………………………………… 9 1.2. Justificación del estudio……………………………………………… 10 1.3. Acotación del objeto de estudio……………………………………… 12 1.4. Hipótesis de partida………………………………………………..… 14 1.5. Metodología de la investigación……………………………………... 15 1.5.1. Análisis de contenido……………………………………... 17 1.5.2. Entrevistas en profundidad………………………………... 24 1.6. Estructura del trabajo de investigación……………………………..... 27 2. Una primera aproximación al mundo del videojuego…………………..... 29 2.1. En busca de una definición………………………………………….. 30 2.2. Antecedentes del videojuego………………………………………… 33 2.3. La interactividad: un elemento distintivo…………………………..... 36 2.4. Las claves del éxito…………………………………………………... 38 2.5. Dentro del videojuego. Estructura y elementos que lo componen…... 40 2.6. ¿Quién juega a los videojuegos?.......................................................... 46 2.7. Géneros y tipos de videojuegos…………………………………….... 49 2.7.1. Clasificación de Diego Levis……………………………... 50 2.7.2. Clasificación de Michael Scholand……………………….. 54 2.7.3. Clasificación de Juan Alberto Estallo…………………….. 57 2.7.4. Clasificación de James Newman…………………………. 61 2.7.5. La propuesta de la prensa especializada………………….. 62 2.7.6. La dificultad de establecer una clasificación única………. -
University of Huddersfield Repository
University of Huddersfield Repository Betts, Thomas An Investigation of the Digital Sublime in Video Game Production Original Citation Betts, Thomas (2014) An Investigation of the Digital Sublime in Video Game Production. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/25020/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ An Investigation of the Digital Sublime in Video Game Production Thomas Betts U0975371 Submitted to the University of Huddersfield in partial fulfilment of the requirements for the award of Doctor of Philosophy November 2014 1 Abstract This research project examines how video games can be programmed to generate the sense of the digital sublime. The digital sublime is a term proposed by this research to describe experiences where the combination of code and art produces games that appear boundless and autonomous.