Prototyping Decomposed Cloud Software: A Case Study on 3D Skeletal Game Engine

Author(s):  
Minchen Li ◽  
Wei Cai ◽  
Ke Wang ◽  
Ji Hong ◽  
Victor C. M. Leung
Keyword(s):  
2021 ◽  
Vol 2107 (1) ◽  
pp. 012047
Author(s):  
Ng YenChern ◽  
Cheah WaiShiang ◽  
Sim KengWai ◽  
Muhammad Asyraf bin Khairuddin ◽  
Nurfauza bt Jali ◽  
...  

Abstract Fire evacuation simulation is used to simulate the fire evacuation procedures by involving human-like agents. In this paper, the fire evacuation simulation is designed and developed by adopting the BDI agent plug-in. BDI (Belief, Desires, Intentions) is a technique used in modelling the multi-agent system. A tool and BDI methodology are introduced to help in modelling human behaviour and the decision making of an agent. In this paper, the usability of the BDI methodology and BDI agent plug-in tool is studied through a case study of a fire evacuation environment. The case study covers the three main components needed in a fire evacuation simulation: the fire (the spread of the fire and smoke), the building layout (the classroom and physical objects), and the human-like multi-agents. Using the Unity game engine, a fire evacuation simulation system is built based on the requirements, methodology, and design. The usability of the BDI agent plug-in tool can be proven by observing the results of the fire evacuation simulation and the reaction of agents when encountering the fire situation. However, there are also some limitations of this fire evacuation simulation. Therefore, there are works to be done to develop a more realistic fire evacuation simulation and more human-like multi-agents in future.


2021 ◽  
Author(s):  
Ziran Wang

A Digital Twin is defined as a digital replica of a real entity in the physical world. In this study, the Digital Twin simulation is developed for connected and automated vehicles (CAVs) by leveraging the Unity game engine. A Digital Twin simulation architecture is proposed, which contains the physical world and the digital world. Particularly, the digital world consists of three layers, where the Unity game objects are built to simulate the "hardware", the Unity scripting API are used to simulate the "software", and external tools (e.g., SUMO, MATLAB, python, and/or AWS) are leveraged to enhance the simulation functionalities. A case study of personazlied adaptive cruise control (P-ACC) is conducted to showcase the effectiveness of the proposed Digital Twin simulation, where the ACC system can be designed to satisfy each driver's preference with the help of cloud computing.


2021 ◽  
Author(s):  
Ziran Wang

A Digital Twin is defined as a digital replica of a real entity in the physical world. In this study, the Digital Twin simulation is developed for connected and automated vehicles (CAVs) by leveraging the Unity game engine. A Digital Twin simulation architecture is proposed, which contains the physical world and the digital world. Particularly, the digital world consists of three layers, where the Unity game objects are built to simulate the "hardware", the Unity scripting API are used to simulate the "software", and external tools (e.g., SUMO, MATLAB, python, and/or AWS) are leveraged to enhance the simulation functionalities. A case study of personazlied adaptive cruise control (P-ACC) is conducted to showcase the effectiveness of the proposed Digital Twin simulation, where the ACC system can be designed to satisfy each driver's preference with the help of cloud computing.


2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper explores the ideas and mechanics through a case study which generated a reimagined means of inhabiting a speculative immersive environment. Currently, many users reside within virtual environments for their own leisure, work, or any other reason desired from short amounts of time to extreme lengths. This paper shows the generation directly relative to the inhabitant, where gravity, orientation, scale, and locomotion is completely dynamic. Details within this paper experiment with the laws and bounds of the virtual space within a real-time game engine where reimagining the way one inhabits space compared to current norms of real-world inhabitation is possible with creativity and applied knowledge. Escher’s lithograph of Relativity is the driving concept explored within this paper beginning with creating gravitational pulls in multiple directions within the immersive virtual reality environment to accommodate various sources of gravity. The result of the case study demonstrated the generation of new virtual relativity laws reimagining how the virtual space is inhabited, in short, omnidirectional flying, gravitation defined by the inhabitant to geometry relationship, controlled local scaling, and populating space with multiple inhabitants in a unique manner.


Frameless ◽  
2019 ◽  
Vol 1 (1) ◽  
pp. 26-28
Author(s):  
Tanat Boozayaangool ◽  

VRsus guARdian is the result of an amalgamation of two different gameplay mediums that challenged the gap separating different mixed reality platforms, namely virtual reality (VR) and augmented reality (AR). The game utilized each medium’s approach towards immersion as a design principle in building a natural, asymmetric play for both players. The game also constructed a compelling fantasy atop each medium’s unique interactive capability to build a dynamic narrative. Lastly, the cross-platform nature of VRsus guARdian caused the game to be highly dependent upon Unity, a game engine with highly accessible, platform-agnostic development capabilities.


2021 ◽  
Author(s):  
J Rogers ◽  
Marc Aurel Schnabel ◽  
Tane Moleta

This paper explores the ideas and mechanics through a case study which generated a reimagined means of inhabiting a speculative immersive environment. Currently, many users reside within virtual environments for their own leisure, work, or any other reason desired from short amounts of time to extreme lengths. This paper shows the generation directly relative to the inhabitant, where gravity, orientation, scale, and locomotion is completely dynamic. Details within this paper experiment with the laws and bounds of the virtual space within a real-time game engine where reimagining the way one inhabits space compared to current norms of real-world inhabitation is possible with creativity and applied knowledge. Escher’s lithograph of Relativity is the driving concept explored within this paper beginning with creating gravitational pulls in multiple directions within the immersive virtual reality environment to accommodate various sources of gravity. The result of the case study demonstrated the generation of new virtual relativity laws reimagining how the virtual space is inhabited, in short, omnidirectional flying, gravitation defined by the inhabitant to geometry relationship, controlled local scaling, and populating space with multiple inhabitants in a unique manner.


2015 ◽  
Vol 22 (5) ◽  
pp. 536-550 ◽  
Author(s):  
Heng Li ◽  
Greg Chan ◽  
Martin Skitmore ◽  
Ting Huang

Purpose – Traditional construction planning relies upon the critical path method and bar charts. Both of these methods suffer from visualization and timing issues that could be addressed by 4D technology specifically geared to meet the needs of the construction industry. The purpose of this paper is to propose a new construction planning approach based on simulation by using a game engine. Design/methodology/approach – A 4D automatic simulation tool was developed and a case study was carried out. The proposed tool was used to simulate and optimize the plans for the installation of a temporary platform for piling in a civil construction project in Hong Kong. The tool simulated the result of the construction process with three variables: equipment, site layout and schedule. Through this, the construction team was able to repeatedly simulate a range of options. Findings – The results indicate that the proposed approach can provide a user-friendly 4D simulation platform for the construction industry. The simulation can also identify the solution being sought by the construction team. The paper also identifies directions for further development of the 4D technology as an aid in construction planning and decision making. Research limitations/implications – The tests on the tool are limited to a single case study and further research is needed to test the use of game engines for construction planning in different construction projects to verify its effectiveness. Future research could also explore the use of alternative game engines and compare their performance and results. Originality/value – The authors proposed the use of game engine to simulate the construction process based on resources, working space and construction schedule. The developed tool can be used by end-users without simulation experience.


2013 ◽  
Vol 4 (9) ◽  
pp. 212 ◽  
Author(s):  
Javier Esclapés ◽  
Daniel Tejerina ◽  
Marco Aurelio Esquembre ◽  
Joaquim Bolufer

<p>Virtual walkthroughs have become one of the most effective tools for the dissemination of archaeological heritage, particularly in those cases in which the site, by location or by their morphology, can not be visited. In this paper we describe the workflow for producing such tools, focusing on its two main phases: 3D digital documentation and the use of a game engine to create a virtual walkthrough. In this same line, as a case study, we describe the intervention in the archaeological site “Cova del Barranc del Migdia”, located on the southern face of Mount Montgó, within the Montgó Natural Park, in the town of Javea (Alicante, Spain).</p>


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