Copyrighted Material
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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]. -
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. -
Simulosophy Group Report
Simulosophy Group Report Asilomar Conversation, Nov. 13 - 18, 1994 Sixth International Conference on the Design of Social Systems Group Members: Ted Frick, Paul Hood, Kayla Kirsch, Charles Reigeluth and Andy Walcott, with contributions from Hilary Farris Musical Overview Kayla nicely summarized the week's conversation in the form of a song, to the tune of My Bonnie Lies Over the Ocean. BRING FORTH SIMULOSOPHY Before we were each tiny islands Thinking simthoughts privately But this week we have harnessed our passion On a thing called sim-u-los-ophy. To simulate it you must know it, So we spent a good deal of our days Sim-ing the whole darn ed. system, And believe us, that was quite a maze. Chorus: Briiing forth, briiing forth, Bring forth SIMU-LOSSS-OPHY, SO-PHY, Briiing forth, briiing forth, Bring forth SIMU-LOSSS-OPHY. We looked at the SIGG's systems model We examined a whole set of rules, We imagined a CAD SimEd software, Full of system designer tools. Asilomar 1994, Simulosophy Group Report – 2 But we need a new language with symbols To see human systems on screen We're entrenched in industrial models That won't help us with all that's unseen. (Chorus) Then we freed our tired brains for a brainstorm And we made some sketches and schemes Closer and closer we're getting To simulate our systems dreams. So we hope you are now simulated From singing that simulant song Thanks for your care and attention And now we will simu-a-long. (Chorus) You won't find 'simulosophy' in the dictionary. -
Desarrollo De Un Entorno Virtual Para Visualización 3D De Los Riesgos Que Se Pueden Presentar Dentro De Las Instalaciones De La Universidad Autónoma De Occidente
DESARROLLO DE UN ENTORNO VIRTUAL PARA VISUALIZACIÓN 3D DE LOS RIESGOS QUE SE PUEDEN PRESENTAR DENTRO DE LAS INSTALACIONES DE LA UNIVERSIDAD AUTÓNOMA DE OCCIDENTE LINA JOHANNA MONTOYA AGUILAR UNIVERSIDAD AUTÓNOMA DE OCCIDENTE FACULTAD DE INGENIERIA DEPARTAMENTO DE OPERACIONES Y SISTEMAS PROGRAMA INGENIERÍA INFORMÁTICA SANTIAGO DE CALI 2011 DESARROLLO DE UN ENTORNO VIRTUAL PARA VISUALIZACIÓN 3D DE LOS RIESGOS QUE SE PUEDEN PRESENTAR DENTRO DE LAS INSTALACIONES DE LA UNIVERSIDAD AUTÓNOMA DE OCCIDENTE LINA JOHANNA MONTOYA AGUILAR Trabajo de Grado para optar al título de Ingeniero en Informático Director JESÚS DAVID CARDONA QUIROZ Doctor en Ingeniería Informática UNIVERSIDAD AUTÓNOMA DE OCCIDENTE FACULTAD DE INGENIERÍA DEPARTAMENTO DE OPERACIONES Y SISTEMAS PROGRAMA INGENIERÍA INFORMÁTICA SANTIAGO DE CALI 2011 Nota de aceptación: Aprobado por el Comité de Grado en cumplimiento de los requisitos exigidos por la Universidad Autónoma de Occidente para optar al título de Ingeniero en Informática. Ms.C. CARLOS ALBERTO PELÁEZ Jurado Ph.D. OLMEDO ARCILA GUZMÁN Jurado Santiago de Cali, 01 de Junio de 2011 Primero a DIOS, por darme la bendición de tener Educación Superior gracias a Él que me dio sabiduría y entendimiento, que no me deja rendir y que siempre me acompaña en todo momento. A mis Padres, Vilma Aguilar y Freddy Montoya, quienes más que la vida, me han brindado los mejores consejos, el apoyo cuando lo necesito, por todo lo que soy; gracias a su esfuerzo me ayudan cada día a crecer, a soñar, a tomar decisiones, a ser mejor. Agradezco en especial a mi madre que siempre ha estado ahí conmigo, a quien debo mi dedicación, ánimos de lucha y esfuerzo. -
The Urban Mixed Realities Workshop
Welcome to the Urban Mixed Realities Workshop We would like to welcome you to the Urban Mixed Realities workshop which is being hosted as part of CHI 2008 in the stunning city of Florence. In common with CHI, this workshop embraces the themes of art, science and balance from the perspective of urban mixed realities and brings together researchers, practitioners and students from a range of backgrounds and countries. Urban mixed reality environments encompass a range of user experiences from games through to systems which help people uncover the invisible elements of the city. They also range from single user industrial applications through to multi-user shared experiences which utilise anything from mobile phones through to large multi-touch displays. However one aspect remains common across all these experiences in that they are inherently linked to the underlying aspects of the city, and in doing so rely as much on the advanced technologies as they do on the diversity of city life. In common with the field of mixed reality this workshop is very much a mesh of prior and new work, with classic HCI research through to CSCW, virtual environments, mobile spatial interaction, pervasive games and art all playing a part. However it was felt that the diverse array of user experience issues within urban mixed realities represented a real challenge and one which (as the field is growing in popularity) required a specific workshop. One which would allow us to explore the wide range of aspects such as: meshing reality with unreality; understanding constructive perception and social action; presence; group behaviours and co- location; materiality vs immateriality and meaning making. -
Virtual Reality Software Taxonomy
Arts et Metiers ParisTech, IVI Master Degree, Student Research Projects, 2010, Laval, France. RICHIR Simon, CHRISTMANN Olivier, Editors. www.masterlaval.net Virtual Reality software taxonomy ROLLAND Romain1, RICHIR Simon2 1 Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France 2Arts et Metiers ParisTech, LAMPA, 2 Bd du Ronceray, 49000 Angers – France [email protected], [email protected] Abstract— Choosing the best 3D modeling software or real- aims at realizing a state of the art of existing software time 3D software for our needs is more and more difficult used in virtual reality and drawing up a short list among because there is more and more software. In this study, we various 3D modeling and virtual reality software to make help to simplify the choice of that kind of software. At first, easier the choice for graphic designers and programmers. we classify the 3D software into different categories we This research is not fully exhaustive but we have try to describe. We also realize non-exhaustive software’s state of cover at best the software mainly used by 3D computer the art. In order to evaluate that software, we extract graphic designers. evaluating criteria from many sources. In the last part, we propose several software’s valuation method from various At first, we are going to list the major software on the sources of information. market and to group them according to various user profiles. Then, we are going to define various criteria to Keywords: virtual, reality, software, taxonomy, be able to compare them. To finish, we will present the benchmark perspectives of this study. -
Imersão E Participação
Imersão e Participação Mecanismos narrativos nos jogos eletrônicos Renata Gomes SUMÁRIO INTRODUÇÃO 6 Parte I: RUMO À NARRATIVA INTERATIVA UM PEQUENO PERCURSO HISTÓRICO 11 No princípio era o verbo: a narrativa em hipertexto 15 Faça-se a luz: o hipertexto multi-sígnico 17 O cinema digital 19 OS JOGOS ELETRÔNICO E A NARRATIVA 22 O nascimento de uma nação 23 A caverna do dragão 25 Fazendo gênero: pequena taxonomia dos modos de agenciamento 27 O AGENCIAMENTO COMO IMERSÃO PARTICIPATIVA 33 O protagonista vs. O Demiurgo: dois mundos de agenciamento 36 Parte II: IMERSÃO E PARTICIPAÇÃO PREMISSAS GERAIS DO AGENCIAMENTO NOS JOGOS NARRATIVOS O jogo de ser personagem 40 Entrar no filme 41 MUNDO, MUNDO, VASTO MUNDO: A CONSTRUÇÃO DO EFEITO DE IMERSÃO NO GAME Estar no mundo 44 Em busca da terceira dimensão: uma odisséia no (ciber) espaço 47 O corpo virtual: percepção, presença e agenciamento 51 EM BUSCA DA COMPLEXIDADE: A SIMULAÇÃO COMO NARRATIVA As leis de deus 57 Complexidade emergente 67 Brinquedos procedimentais 61 SIMULAÇÕES E DISSIMULAÇÕES 63 DRAMA vs. PARTICIPAÇÃO: UM DILEMA PARA O GAME 68 Parte III: ESTUDOS CRÍTICOS EM BUSCA DO PLENO AGENCIAMENTO 73 O Cronotopo de aventura e a linearidade da fabula 74 SHENMUE E A SOFISTICAÇÃO DO CRONOTOPO 81 A narrativa no espaço unificado 81 2 A unidade de ação e a complexidade motivacional 85 BLACK & WHITE: O DEMIURGO COMO PERSONAGEM 91 O CÉU E A TERRA: MODOS DE AGENCIAMENTO EM BLACK & WHITE 92 O demiurgo e seus devotos 93 Criador e criatura 96 A inteligência artificial e a amergência de comportamento por “contaminação” 98 CONCLUSÃO 102 BIBLIOGRAFIA 106 ANEXO 1: Ilustrações de Black & White 112 ANEXO 1: Ilustrações de Shenmue 115 3 IMERSÃO E PARTICIPAÇÃO mecanismos narrativos nos jogos eletrônicos 4 Depois refleti que todas as coisas nos acontecem precisamente, precisamente agora. -
Motores Para Criação De Jogos Digitais: Gráficos, Áudio, Interação, Rede, Inteligência Artificial E Física
Capítulo 1 Motores para Criação de Jogos Digitais: Gráficos, Áudio, Interação, Rede, Inteligência Artificial e Física João Ricardo Bittencourt 1,2 e Fernando S. Osório 1,3 - UNISINOS 1Curso de Desenvolvimento de Jogos e Entretenimento Digital 2Curso de Engenharia da Computação e 3PPG em Computação Aplicada Abstract This tutorial aims to present an overview in the context of digital games development and more specifically the use of game engines. A general description of these technologies is presented, including some examples of implementations and applications. We present the different components usually included in the game engines, as graphics visualization modules, audio control, interaction devices control, network resources and multiplayer modules, physical simulation engine and Artificial Intelligence engine. So, we hope this text can be helpful to a novice and even for an initiated digital game developer, introducing someone more easily to this field and presenting a quite practical view of this theme. Resumo Este tutorial visa apresentar uma visão geral dentro do contexto do desenvolvimento de jogos digitais e mais especificamente do uso de motores de jogos (game engines) em destaque na atualidade. É apresentado um panorama geral destas tecnologias, complementando com exemplos de utilização e aplicações das mesmas, incluindo os diferentes componentes dos motores de jogos para a manipulação de gráficos, de áudio, de dispositivos de interação, para o uso de recursos de rede (jogos multiplayer), de simulação física e de Inteligência Artificial. Assim, espera-se que este texto sirva para iniciar o leitor com mais facilidade na área de projeto e desenvolvimento de jogos digitais, apresentando um panorama abrangente e bastante prático sobre este tema. -
Sim City 3000 Cz
Sim city 3000 cz click here to download SimCity OST. Composed by Jerry Martin. Sim Broadway Building Magic City New. Jest to mój pierwszy let's play jaki zrobiłem, więc bardzo proszę o wyrozumiałość. Chociaż bez przesady, chcę. Dziś dłuższy materiał o strategi ekonomicznej SimCity www.doorway.ru Sounds of the City. Submitted by Anonymous (not verified) on Srp 10, Language United Kingdom. Hello, I'm Kent Jolly, the audio director for the new SimCity coming out in February Today, I'm going to talk a little bit about how we've implemented traffic sound effects in this game, as well as give you a peek into. Simcity Unlimited - www.doorway.ru - Stačí otevřít a budeš v obraze. SimCity je multiplatformní budovatelská strategie, vyvinutá studiem Maxis a publikovaná studiem Electronic Arts v letech až Jde o třetí vydání ze série her SimCity. SimCity podporuje operační systémy Windows, Macintosh a díky (dnes již zaniklé) společnosti Loki také Linux. Vítejte na stránkách o skvělé počítačové hře Sim City Najdete zde vše o této hře, tipy, cheaty, obrázky a průvodce hrou. Jakub Votoupal. [email protected] založeno poslední aktualizace říjen SimCity was Maxis's second product, which has since been ported into various personal computers and game consoles, and spawned several sequels including SimCity in , SimCity in , SimCity 4 in , SimCity DS, SimCity Societies in , and SimCity in Until the release of The Sims in Sim city download on Android and ISO for free By Godfery Benjamin. How to download SimCity By Mignon Josh. SimCity Unlimited ▻ HD Widescreen City-building! - [Nostalgiasm] By Frank Martha.