Using Irrlicht Engine to Create a Real-Time Application
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Multimodal Behavior Realization for Embodied Conversational Agents
Multimed Tools Appl DOI 10.1007/s11042-010-0530-2 Multimodal behavior realization for embodied conversational agents Aleksandra Čereković & Igor S. Pandžić # Springer Science+Business Media, LLC 2010 Abstract Applications with intelligent conversational virtual humans, called Embodied Conversational Agents (ECAs), seek to bring human-like abilities into machines and establish natural human-computer interaction. In this paper we discuss realization of ECA multimodal behaviors which include speech and nonverbal behaviors. We devise RealActor, an open-source, multi-platform animation system for real-time multimodal behavior realization for ECAs. The system employs a novel solution for synchronizing gestures and speech using neural networks. It also employs an adaptive face animation model based on Facial Action Coding System (FACS) to synthesize face expressions. Our aim is to provide a generic animation system which can help researchers create believable and expressive ECAs. Keywords Multimodal behavior realization . Virtual characters . Character animation system 1 Introduction The means by which humans can interact with computers is rapidly improving. From simple graphical interfaces Human-Computer interaction (HCI) has expanded to include different technical devices, multimodal interaction, social computing and accessibility for impaired people. Among solutions which aim to establish natural human-computer interaction the subjects of considerable research are Embodied Conversational Agents (ECAs). Embodied Conversation Agents are graphically embodied virtual characters that can engage in meaningful conversation with human users [5]. Their positive impacts in HCI have been proven in various studies [16] and thus they have become an essential element of A. Čereković (*) : I. S. Pandžić Faculty of Electrical Engineering and Computing, University of Zagreb, Zagreb, Croatia e-mail: [email protected] I. -
A Review of Applications of Computer Games in Education and Training
Session T4A A Review of Applications of Computer Games in Education and Training Felipe Arango, El-Sayed Aziz, Sven K. Esche and Constantin Chassapis Stevens Institute of Technology, Department of Mechanical Engineering, Hoboken, New Jersey 07030, USA [email protected], [email protected], [email protected] and [email protected] Abstract - Scientists, engineers and educators are rendering, audio output, in-game physics modeling, game increasingly using environments enabled by advanced logics, rudimentary artificial intelligence, user interactions cyberinfrastructure tools for their research, formal and as well as multi-user networking) and is usually informal education and training, career development accompanied by a software development kit (SDK). These and life-long learning. For instance, academic SDKs enable others to develop customized content that is institutions as well as private training and education then utilized in conjunction with the game engine. companies have recently started to explore the potential Currently, several computer game engines are commercially of commercially available multi-player computer game available and have been used by developers to create very engines for the development of virtual environments for realistic massive multiplayer game environments (e.g. instructional purposes. Most of these developments are World of Warcraft [2], Everquest II [3], Second Life [4]). At still in their early stages and are focused mainly on present, some of the better known commercial game engines investigating the suitability of interactive games for representing the cutting edge of technology in first person remote user interaction, content distribution and perspective graphics are Epic Game’s Unreal engine [5], id collaborative activities. Some of the ongoing projects Software’s DOOM 3 engine [6] and Valve Corporation’s have additional research objectives, such as the analysis Source engine [7]. -
Apple IOS Game Development Engines P
SWE578 2012S 1 Apple IOS Game Development Engines Abstract—iOS(formerly called iPhone OS) is Apple's section we make comparison and draw our conclusion. mobile operating system that is used on the company's mobile device series such as iPhone, iPod Touch and iPad which II. GAME ENGINE ANATOMY have become quite popular since the first iPhone launched. There are more than 100,000 of the titles in the App Store are A common misconception is that a game engine only games. Many of the games in the store are 2D&3D games and draws the graphics that we see on the screen. This is of it can be said that in order to develop a complicated 3D course wrong, for a game engine is a collection of graphical game, using games engines is inevitable. interacting software that together makes a single unit that runs an actual game. The drawing process is one of the I. INTRODUCTION subsystems that could be labeled as the rendering With its unique features such as multitouch screen and engine[3]. accelerometer and graphics capabilities iOS devices has Game engines provide a visual development tools in become one of the most distinctive mobile game addition to software components. These tools are provided platforms. More than 100,000 of the titles in the App Store in an integrated development environment in order to are games. With the low development cost and ease of create games rapidly. Game developers attempt to "pre- publishing all make very strange but new development invent the wheel” elements while creating games such as opportunity for developers.[2]Game production is a quite graphics, sound, physics and AI functions. -
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. -
Development of the Virtual Ela®-House
DEVELOPMENT OF THE VIRTUAL ELA®-HOUSE Milán Horváth1, Csaba Dániel2, Jacqueline Stark3 and Cecília Sik Lanyi4 1, 2, 4Department of Image Processing and Neurocomputing, University of Pannonia, Veszprém, Hungary 3 Austrian Academy of Sciences, Department of Linguistics and Communication Research, Vienna, Austria Keywords: Virtual reality, aphasia, language therapy. Abstract: In this paper, the rationale for the development and the process of creating the Virtual ELA® (Everyday Life Activities)-House are described. The Virtual ELA®-House is an innovative therapy program designed for use with clients with language and speech disorders and/or with other cognitive neuropsychological disorders, which result from brain damage, e.g. aphasia, apraxia of speech, neglect, etc. The Virtual Reality setting is chosen as a modern and relevant therapy setting which imitates real everyday life scenarios. Computer supported cognitive and language therapy allows for repetitive application in the clinical and home setting which is necessary for learning to take place. The advantages of employing a software program based on a Virtual Environment, in particular the Virtual ELA® -House, are discussed. 1 INTRODUCTION Thus, an important goal in this project was to attain a high degree of correspondence with the analogue Virtual Reality offers a wide range of applications in ELA®-picture stimuli, which is also required for an the field of cognitive neuropsychology, both in authentic virtual world. In a virtual world the diagnosing cognitive deficits and in treating them. designer of a task attempts to capture all aspects Virtual Reality is also a useful tool for skill-building which a particular task requires, but it is very crucial and training by creating a virtual setting, which for it to be true to nature. -
Google Adquiere Motorola Mobility * Las Tablets PC Y Su Alcance * Synergy 1.3.1 * Circuito Impreso Al Instante * Proyecto GIMP-Es
Google adquiere Motorola Mobility * Las Tablets PC y su alcance * Synergy 1.3.1 * Circuito impreso al instante * Proyecto GIMP-Es El vocero . 5 Premio Concurso 24 Aniversario de Joven Club Editorial Por Ernesto Rodríguez Joven Club, vivió el verano 2011 junto a ti 6 Aniversario 24 de los Joven Club La mirada de TINO . Cumple TINO 4 años de Los usuarios no comprueba los enlaces antes de abrirlos existencia en este septiembre, el sueño que vió 7 Un fallo en Facebook permite apropiarse de páginas creadas la luz en el 2007 es hoy toda una realidad con- Google adquiere Motorola Mobility vertida en proeza. Esfuerzo, tesón y duro bre- gar ha acompañado cada día a esta Revista que El escritorio . ha sabido crecerse en sí misma y superar obs- 8 Las Tablets PC y su alcance táculos y dificultades propias del diario de cur- 11 Propuesta de herramientas libre para el diseño de sitios Web sar. Un colectivo de colaboración joven, entu- 14 Joven Club, Infocomunidad y las TIC siasta y emprendedor –bajo la magistral con- 18 Un vistazo a la Informática forense ducción de Raymond- ha sabido mantener y El laboratorio . desarrollar este proyecto, fruto del trabajo y la profesionalidad de quienes convergen en él. 24 PlayOnLinux TINO acumula innegables resultados en estos 25 KMPlayer 2.9.2.1200 años. Más de 350 000 visitas, un volumen apre- 26 Synergy 1.3.1 ciable de descargas y suscripciones, servicios 27 imgSeek 0.8.6 estos que ha ido incorporando, pero por enci- El entrevistado . ma de todo está el agradecimiento de muchos 28 Hilda Arribas Robaina por su existencia, por sus consejos, su oportu- na información, su diálogo fácil y directo, su uti- El taller . -
Simulate Waste Rock Flow During Co-Disposal for Dilution Control
Underground Design Methods 2015 – Y Potvin (ed.) © 2015 Australian Centre for Geomechanics, Perth, ISBN 978-0-9924810-3-2 doi:10.36487/ACG_rep/1511_32_Basson Simulate waste rock flow during co-disposal for dilution control FRP Basson Newmont Asia Pacific, Australia NJ Dalton Newmont Asia Pacific, Australia BJ Barsanti Newmont Asia Pacific, Australia AL Flemmer Newmont Asia Pacific, Australia Abstract Trucking waste material to surface in deep underground mines is costly, and the benefits of waste co-disposal with cemented paste or hydraulic fill substantial. When co-disposing into primary stopes, a concern is that the waste could accumulate against a secondary stope wall and cause dilution during extraction of adjacent stopes. Waste flow can be controlled with the waste pass design, but dedicated software to simulate the waste flows into the stoping voids is not readily available. Rigid body dynamic physics engines are already used to simulate rockfalls in open pits, and the authors used the three-dimensional fall package Trajec3D to simulate rock flows from waste backfilling into stopes. The aims of the simulations are to gain an understanding of the waste flows, predict waste accumulation areas for different waste pass designs and select an appropriate rate of waste tipping. Cavity monitoring survey (CMS) triangulation files cannot be directly loaded in Trajec3D, as model preparation must first be done. The paper discusses the preliminary steps to set the model up correctly, the learnings from the authors’ simulation attempts, and the rock properties that could be used for simulations. 1 Introduction The Callie underground gold mine (CUG) is located 531 km north-west of Alice Springs in the Northern Territory. -
8 3D NAVIGATION BASED on 3D GAME ENGINE – Preliminary Results
8 3D NAVIGATION BASED ON 3D GAME ENGINE – Preliminary Results Khairul Hafiz Sharkawi Alias Abdul Rahman Department of Geoinformatics, Faculty of Geoinformation Science and Engineering, Universiti Teknologi Malaysia, 81310 UTM Skudai, Johor, Malaysia. ABSTRACT With new technology of hardware and software available today, more and more research on 3D capabilities were carried out, tested and incorporated with GIS as an effort to realize the components of 3D GIS such as 3D navigation. Many navigation systems use 2D maps to represent the real world objects and situations; and most of them were not able to provide real spatial information (shapes, colors or materials) of the objects or scenes, as we perceived. Features and navigational landmarks were not easily available for navigating in the real world, as they were very useful and helpful for the navigation purposes. This chapter describes an experiment on 3D navigation (indoor and outdoor) within building environment. We utilize a freely available 3D game engine as a navigation tool couple with simple programming effort. We also incorporated the navigation system with spatial database management system (DBMS). The navigation system works and will be presented. The outlook and future works on the proposed navigation system for 3D GIS will be highlighted. 156 Advances towards 3D GIS 1.0 INTRODUCTION Rapid development in computer-related industries and technologies has lead to the emergence of better hardware and software that can support more sophisticated functions, smart applications and more complex (3D) visualizations and capabilities. The need for 3D capabilities to be incorporated in computer applications has long been sought and worked on; and its demands are growing due the availability of these technologies. -
Game Is Not Over Yet: Software Patents and Their Impact on Video Game Industry in Europe
Game Is Not Over Yet: Software Patents and Their Impact on Video Game Industry in Europe Huang Yan∗ Abstract: The paper conducts a review of patent protection of video game software, such as computer game engine, game methods and game concept. The paper compares the software patent protection schemes between the US and the EU, and points out that strong software patent protection for video games may intrude virtual world and stifle innovation. The paper believes that property rights in virtual worlds are really about social relations. Only when Europe has recognized the missions of patent protection and the features of the video game business, can it make its own satisfied legal arrangements of the social relations in the real-world, and achieve the goals set by itself in the political and cultural strategies. I. Introduction A video game is usually defined as “an electronic or computerized game played by manipulating images on a video display or television screen.”1 The term “video games” includes console games, PC offline games, online games, and wireless games. There is a traditional perception that compared to other sectors of economy video games are a matter of enlightenment, which is very marginal in terms of economic contribution. However, the Study on the Economy of Culture in Europe suggests ∗ PhD candidate at the Law Faculty, National University of Singapore 1 European Commission, Study on the Economy of Culture in Europe, October 2006 http://ec.europa.eu/culture/eac/sources_info/studies/economy_en.html (Last visited Mar 12th, 2008) 1 otherwise. According to the study carried out by the European Commission in October 2006, the revenues of the video game industry as a whole on a global level are reported to have doubled between 1997 and 2003, reaching € 15.3 billion in 2003; at European level, the turnover of the video game sector increased from €2.6 billion in 1997 to €5.25 billion in 2003. -
The Personal Interaction Panel
Scenegraphs and Engines Scenegraphs Application Scenegraph Windows/Linux OpenGL Hardware Vienna University of Technology 2 Scenegraphs Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 3 Content Pipeline Choosing the right libraries is a difficult process Very different target applications Different capabilities Underlying Graphics APIs/Operating Systems Needs to fit the content pipeline Important for application development Not important for research (though convenient) Vienna University of Technology 4 Typical Content Pipeline We need: Content creation tools Exporters Scenegraph/ Engine MechAssault 2 content pipeline Vienna University of Technology 5 DCC tools Only “real” open source option: Blender Everything you need for Game/Movie production Modelling/Rigging Animation Rendering/Compositing Contains complete game engine+editor Fully integrated with UI Immense feature list causes steep learning curve! Vienna University of Technology 6 Blender Vienna University of Technology 7 Blender Vienna University of Technology 8 Wings3D Easy to use subdivion surface modeller Vienna University of Technology 9 Textures Gimp: Full featured image editing Vienna University of Technology 10 Scenegraphs/Engines Scenegraphs deal with Rendering Engines deal with Rendering Physics AI Audio Game logic … Vienna University of -
LJMU Research Online
CORE Metadata, citation and similar papers at core.ac.uk Provided by LJMU Research Online LJMU Research Online Tang, SOT and Hanneghan, M State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning http://researchonline.ljmu.ac.uk/205/ Article Citation (please note it is advisable to refer to the publisher’s version if you intend to cite from this work) Tang, SOT and Hanneghan, M (2011) State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning. Journal of Interactive Learning Research, 22 (4). pp. 551-605. ISSN 1093-023x LJMU has developed LJMU Research Online for users to access the research output of the University more effectively. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. Users may download and/or print one copy of any article(s) in LJMU Research Online to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. The version presented here may differ from the published version or from the version of the record. Please see the repository URL above for details on accessing the published version and note that access may require a subscription. For more information please contact [email protected] http://researchonline.ljmu.ac.uk/ State of the Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning Stephen Tang* and Martin Hanneghan Liverpool John Moores University, James Parsons Building, Byrom Street, Liverpool, L3 3AF, United Kingdom * Corresponding author. -
An Introduction to Computer Games Why Are They Important to Us All?
An Introduction to Computer Games Why Are They Important To Us All? Linux Users of Victoria Melbourne 2013 Andrew Pam Serious Cybernetics sericyb.com.au Introduction ● Computer games are a distinct medium of artistic expression like books, comics and films ● Now financially significant - US$66B global revenue in 2013 (Activision Blizzard US$5B); compare with film industry global theatrical revenue US$35B in 2012 ● Drives development of graphics hardware and software, and in earlier years also audio ● Good for you! (Therapy, mental wellbeing, socialisation, learning) Videogames and Wellbeing: A Comprehensive Review Overview ● Game types (platforms and purposes) ● Game genres ● Emulators and engines ● Game development ● Where to get Linux games ● More information Game types Platforms Purposes ● Desktop ● Advertising ● Mobile (handheld, ● Art phone and tablet) ● Education ● Console ● Entertainment ● Web ● Serious ● Arcade Game genres ● Action ● Puzzle ● Action-adventure ● Role-playing ● Adventure ● Simulation ● Classic (board, card) ● Sports ● Music ● Strategy ● Party ● Tactical ● Programming ● Trivia Action games ● Ball and paddle ● Beat 'em up (hand-to-hand), hack and slash (melee weapons) ● Fighting (one-on-one combat) ● Maze ● Pinball ● Platform ● Shooter: First-person, Massively Multiplayer Online (MMOFPS), Light gun, Arcade, Tactical, Rail, Third-person Adventure games ● Stealth ● Survival horror ● Text ● 2D graphical ● Visual novels ● Interactive movies ● Real-time 3D Role-playing games ● Western: non-linear storyline ● Japanese: typically