Development of a Game Engine for Accessible Web-Based Games

Author(s):  
Javier Torrente ◽  
Ángel Serrano-Laguna ◽  
Ángel del Blanco Aguado ◽  
Pablo Moreno-Ger ◽  
Baltasar Fernandez-Manjon
Keyword(s):  
2020 ◽  
Vol 12 (11) ◽  
pp. 1900
Author(s):  
Stéphane Le Mouélic ◽  
Pauline Enguehard ◽  
Harrison H. Schmitt ◽  
Gwénaël Caravaca ◽  
Benoît Seignovert ◽  
...  

The Taurus-Littrow valley on the Moon was the location of intensive geologic fieldwork during three days in December 1972. In situ activities at sampling stations were systematically documented by the astronauts using a series of overlapping images taken with their Hasselblad cameras. We investigated how this Apollo image archive can be used to perform 3-D reconstructions of several boulders of interest using close-range photogrammetry. We specifically focused on seven different boulders located at Stations 2, 6, and 7, at the foot of South and North Massifs, respectively. These boulders represent samples from highland materials, which rolled down the slopes of the surrounding hills. We used the Agisoft Metashape software to compute 3-D reconstructions of these boulders, using 173 scanned images as input. We then used either a web-based platform or a game engine to render the models in virtual reality. This allowed the users to walk around the boulders and to investigate in detail their morphology, fractures, vesicles, color variations, and sampling spots, as if standing directly in front of them with the astronauts. This work suggests that many features can be reconstructed in other sites of the Apollo missions, so as other robotic landing sites. Virtual reality techniques coupled to photogrammetry is thus opening a new era of exploration, both for past and future landing sites.


2021 ◽  
Vol 1 (1) ◽  
pp. 1-6
Author(s):  
Resa Yogya ◽  
Raymond Kosala

Recently, WebGL technology has shown a lot of potential for developing games. Since this technology is still relatively new, there is still much potential in the game development area that has not been explored yet. This paper explores the development of a game engine made with WebGL technology that integrates some physics frameworks for developing web-based 2D or 3D games. Specifically, we integrated three open source physics frameworks, which are Bullet, Cannon, and JigLib, into a WebGL-based game engine. We assessed these frameworks using some experiments, in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGL-based game engine, and Bullet is the best physics framework to be integrated into a WebGL-based game engine.


Author(s):  
M. Murphy ◽  
A. Corns ◽  
J. Cahill ◽  
K. Eliashvili ◽  
A. Chenau ◽  
...  

Cultural heritage researchers have recently begun applying Building Information Modelling (BIM) to historic buildings. The model is comprised of intelligent objects with semantic attributes which represent the elements of a building structure and are organised within a 3D virtual environment. Case studies in Ireland are used to test and develop the suitable systems for (a) data capture/digital surveying/processing (b) developing library of architectural components and (c) mapping these architectural components onto the laser scan or digital survey to relate the intelligent virtual representation of a historic structure (HBIM). While BIM platforms have the potential to create a virtual and intelligent representation of a building, its full exploitation and use is restricted to narrow set of expert users with access to costly hardware, software and skills. The testing of open BIM approaches in particular IFCs and the use of game engine platforms is a fundamental component for developing much wider dissemination. The semantically enriched model can be transferred into a WEB based game engine platform.


1998 ◽  
Vol 62 (9) ◽  
pp. 671-674
Author(s):  
JF Chaves ◽  
JA Chaves ◽  
MS Lantz
Keyword(s):  

2013 ◽  
Vol 23 (3) ◽  
pp. 82-87 ◽  
Author(s):  
Eva van Leer

Mobile tools are increasingly available to help individuals monitor their progress toward health behavior goals. Commonly known commercial products for health and fitness self-monitoring include wearable devices such as the Fitbit© and Nike + Pedometer© that work independently or in conjunction with mobile platforms (e.g., smartphones, media players) as well as web-based interfaces. These tools track and graph exercise behavior, provide motivational messages, offer health-related information, and allow users to share their accomplishments via social media. Approximately 2 million software programs or “apps” have been designed for mobile platforms (Pure Oxygen Mobile, 2013), many of which are health-related. The development of mobile health devices and applications is advancing so quickly that the Food and Drug Administration issued a Guidance statement with the purpose of defining mobile medical applications and describing a tailored approach to their regulation.


2008 ◽  
Vol 41 (8) ◽  
pp. 23
Author(s):  
MITCHEL L. ZOLER
Keyword(s):  

2009 ◽  
Vol 42 (19) ◽  
pp. 27
Author(s):  
BRUCE JANCIN
Keyword(s):  

GeroPsych ◽  
2013 ◽  
Vol 26 (4) ◽  
pp. 233-241 ◽  
Author(s):  
Pär Bjälkebring ◽  
Daniel Västfjäll ◽  
Boo Johansson

Regret and regret regulation were studied using a weeklong web-based diary method. 108 participants aged 19 to 89 years reported regret for a decision made and a decision to be made. They also reported the extent to which they used strategies to prevent or regulate decision regret. Older adults reported both less experienced and anticipated regret compared to younger adults. The lower level of experienced regret in older adults was mediated by reappraisal of the decision. The lower level of anticipated regret was mediated by delaying the decision, and expecting regret in older adults. It is suggested that the lower level of regret observed in older adults is partly explained by regret prevention and regulation strategies.


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