scholarly journals Using Game Engines to Design Digital Workshops for AI Legibility

2021 ◽  
Author(s):  
Franziska Pilling ◽  
Haider Ali Akmal ◽  
Adrian Gradinar ◽  
Joseph Lindley ◽  
Paul Coulton
Keyword(s):  
Author(s):  
Chaitya Vohera ◽  
Heet Chheda ◽  
Dhruveel Chouhan ◽  
Ayush Desai ◽  
Vijal Jain

Author(s):  
Ezra Thess Mendoza Guevarra
Keyword(s):  

Author(s):  
Martin Gebert ◽  
Wolfgang Steger ◽  
Ralph Stelzer

Virtual Reality (VR) visualization of product data in engineering applications requires a largely manual process of translating various product data into a 3D representation. Modern game engines allow low-cost, high-end visualization using latest stereoscopic Head-Mounted Displays (HMDs) and input controllers. Thus, using them for VR tasks in the engineering industry is especially appealing. As standardized formats for 3D product representations do not currently meet the requirements that arise from engineering applications, the presented paper suggests an Enhanced Scene Graph (ESG) that carries arbitrary product data derived from various engineering tools. The ESG contains formal descriptions of geometric and non-geometric data that are functionally structured. A VR visualization may be derived from the formal description in the ESG immediately. The generic elements of the ESG offer flexibility in the choice of both engineering tools and renderers that create the virtual scene. Furthermore, the ESG allows storing user annotations, thereby sending feedback from the visualization directly to the engineers involved in the product development process. Individual user interfaces for VR controllers can be assigned and their controls mapped, guaranteeing intuitive scene interaction. The use of the ESG promises significant value to the visualization process as particular tasks are being automated and greatly simplified.


Author(s):  
Adrián Sempere-Valenciano ◽  
Daniel V. Martín-Fuentes ◽  
Pedro M. Cabezos-Bernal
Keyword(s):  

2017 ◽  
Vol 4 (3) ◽  
Author(s):  
Krassen Stefanov ◽  
Atanas Georgiev ◽  
Alexander Grigorov ◽  
Boyan Bontchev ◽  
Pavel Boytchev ◽  
...  

This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets) that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Bernhard Jenny ◽  
Kadek Ananta Satriadi ◽  
Yalong Yang ◽  
Christopher R. Austin ◽  
Simond Lee ◽  
...  

<p><strong>Abstract.</strong> Augmented reality (AR) and virtual reality (VR) technology are increasingly used for the analysis and visualisation of geospatial data. It has become simple to create an immersive three-dimensional AR or VR map with a combination of game engines (e.g., Unity), software development kits for streaming and rendering geospatial data (e.g., Mapbox), and affordable hardware (e.g., HTC Vive). However, it is not clear how to best interact with geospatial visualisations in AR and VR. For example, there are no established standards to efficiently zoom and pan, select map features, or place markers on AR and VR maps. In this paper, we explore interaction with AR and VR maps using gestures and handheld controllers.</p><p>As for gesture-controlled interaction, we present the results of recent research projects exploring how body gestures can control basic AR and VR map operations. We use motion-tracking controllers (e.g., Leap Motion) to capture and interpret gestures. We conducted a set of user studies to identify, explore and compare various gestures for controlling map-related operations. This includes, for example, mid-air hand gestures for zooming and panning (Satriadi et al. 2019), selecting points of interest, adjusting the orientation of maps, or placing markers on maps. Additionally, we present novel VR interfaces and interaction methods for controlling the content of maps with gestures.</p><p>As for handheld controllers, we discuss interaction with exocentric globes, egocentric globes (where the user stands inside a large virtual globe), flat maps, and curved maps in VR. We demonstrate controller-based interaction for adjusting the centre of world maps displayed on these four types of projection surfaces (Yang et al. 2018), and illustrate the utility of interactively movable VR maps by the example of three-dimensional origin-destination flow maps (Yang et al. 2019).</p>


2017 ◽  
Vol 1 ◽  
pp. 10
Author(s):  
Thiago De Melo Ferreira
Keyword(s):  

Os jogos de nave ou shoot’em ups influenciam os videogames desde o início da história dos jogos eletrônicos até hoje. E sua presença tem sido considerada fundamental na ascensão dos denominados indies: desenvolvedores independentes de jogos digitais, compostos por pequenos grupos ou mesmo uma pessoa. A apresentação do jogo-título deste trabalho, seus layouts, mecânica básica (gameplay) e sua obtenção via game engines, objetivam uma proposta de resgate nostálgico do gênero ─ por muito tempo esquecido pelas grandes produtoras, sobretudo, graças à estagnação do mercado japonês de games. Possíveis melhorias e futuras versões são ainda discutidas estimulando assim, uma interessante discussão entre indies e gigantes do setor.


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